LFS Manual wikidb_ja https://ja.lfsmanual.net/wiki/%E3%83%A1%E3%82%A4%E3%83%B3%E3%83%9A%E3%83%BC%E3%82%B8 MediaWiki 1.35.0 first-letter メディア 特別 トーク 利用者 利用者・トーク LFS Manual LFS Manual・トーク ファイル ファイル・トーク MediaWiki MediaWiki・トーク テンプレート テンプレート・トーク ヘルプ ヘルプ・トーク カテゴリ カテゴリ・トーク メインページ 0 1 1 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki MediaWikiが正常にインストールされました。 [http://meta.wikimedia.org/wiki/MediaWiki_localization インターフェースの変更方法]や、そのほかの使い方・設定に関しては[http://meta.wikimedia.org/wiki/Help:Contents ユーザーズガイド]を参照してください。 ceb097a3ea5c0096b7a981f0b5a2facfa7103cbf MediaWiki:1movedto2 8 2 2 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki ページ [[$1]] を [[$2]] へ移動 add58eebefea7408ee58d44ea28e8f5d494bfd68 MediaWiki:1movedto2 redir 8 3 3 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki ページ [[$1]] をこのページあてのリダイレクト [[$2]] へ移動 1ea940a74caffe06c75ccc53f4b3f453c5255f1e MediaWiki:Common.css 8 4 4 2006-11-13T00:35:52Z MediaWiki default 0 css text/css /* ここに書いた CSS は全ての外装に反映されます */ 3ce4373d8006b8828407ed189aa221189c3c87e7 MediaWiki:Monobook.css 8 5 5 2006-11-13T00:35:52Z MediaWiki default 0 css text/css /* このページを編集するとサイト全体での外装 monobook のカスタマイズになります */ #bodyContent { font-size:118% } 68f8263959b085cbfb74a7296bef135561a5c1df MediaWiki:Monobook.js 8 6 6 2006-11-13T00:35:52Z MediaWiki default 0 javascript text/javascript /* tooltips and access keys */ var ta = new Object(); ta['pt-userpage'] = new Array('.','自分の利用者ページ'); ta['pt-anonuserpage'] = new Array('.','あなたのIPアドレス用の利用者ページ'); ta['pt-mytalk'] = new Array('n','自分の会話ページ'); ta['pt-anontalk'] = new Array('n','あなたのIPアドレスからなされた編集の会話ページ'); ta['pt-preferences'] = new Array('','オプションの変更'); ta['pt-watchlist'] = new Array('l','変更を監視しているページの一覧'); ta['pt-mycontris'] = new Array('y','自分の投稿記録'); ta['pt-login'] = new Array('o','ログインすることが推奨されますが、しなくても構いません。'); ta['pt-anonlogin'] = new Array('o','ログインすることが推奨されますが、しなくても構いません。'); ta['pt-logout'] = new Array('o','ログアウト'); ta['ca-talk'] = new Array('t','項目のノート'); ta['ca-edit'] = new Array('e','このページを編集できます。投稿の前に「{{int:showpreview}}」ボタンを使ってください。'); ta['ca-addsection'] = new Array('+','このページにコメントを加える'); ta['ca-viewsource'] = new Array('e','このページは保護されています。ページのソースを閲覧できます。'); ta['ca-history'] = new Array('h','このページの過去の版'); ta['ca-protect'] = new Array('=','このページを保護'); ta['ca-delete'] = new Array('d','このページを削除'); ta['ca-undelete'] = new Array('d','削除されたページを復帰する'); ta['ca-move'] = new Array('m','このページを移動'); ta['ca-watch'] = new Array('w','このページをウォッチリストに追加'); ta['ca-unwatch'] = new Array('w','このページをウォッチリストから外す'); ta['p-search'] = new Array('f','ウィキ内を検索'); ta['p-logo'] = new Array('','メインページ'); ta['n-mainpage'] = new Array('z','メインページに移動'); ta['n-portal'] = new Array('','このプロジェクトについて、あなたのできることを探す場所です'); ta['n-currentevents'] = new Array('','最近の出来事'); ta['n-recentchanges'] = new Array('r','最近更新が行われたページの一覧'); ta['n-randompage'] = new Array('x','ランダムに記事を選んで表示'); ta['n-help'] = new Array('','ヘルプ・使い方'); ta['n-villagepump'] = new Array('','プロジェクトについての意見交換や告知'); ta['n-contact'] = new Array('','ウィキペディアやウィキメディア財団に関する連絡先'); ta['n-sitesupport'] = new Array('','私たちをサポートしてください'); ta['t-whatlinkshere'] = new Array('j','このページにリンクしているページの一覧'); ta['t-recentchangeslinked'] = new Array('k','最近更新が行われたこのページのリンク先'); ta['feed-rss'] = new Array('','このページのRSSフィード'); ta['feed-atom'] = new Array('','このページのAtomフィード'); ta['t-contributions'] = new Array('','利用者の投稿記録'); ta['t-emailuser'] = new Array('','{{int:emailuser}}'); ta['t-upload'] = new Array('u','画像やメディアファイルをアップロード'); ta['t-specialpages'] = new Array('q','特別ページの一覧'); ta['ca-nstab-main'] = new Array('c','本文を表示'); ta['ca-nstab-user'] = new Array('c','利用者ページを表示'); ta['ca-nstab-media'] = new Array('c','メディアページを表示'); ta['ca-nstab-special'] = new Array('','これは特別ページです。編集することはできません。'); ta['ca-nstab-project'] = new Array('a','プロジェクトページを表示'); ta['ca-nstab-image'] = new Array('c','画像ページを表示'); ta['ca-nstab-mediawiki'] = new Array('c','インターフェースを表示'); ta['ca-nstab-template'] = new Array('c','テンプレートを表示'); ta['ca-nstab-help'] = new Array('c','ヘルプページを表示'); ta['ca-nstab-category'] = new Array('c','カテゴリページを表示'); d59495b1545b455b2140ec58bed3983c1c16b51b MediaWiki:About 8 7 7 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 解説 06f9056525067c3728ddca758164f798a250c2d1 MediaWiki:Aboutpage 8 8 8 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki Project:{{SITENAME}}について a9358fdd5e472ab776fed69be6bba2de87339495 MediaWiki:Aboutsite 8 9 9 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}について d31f10900d1a18a48b5c482be6c51f9312276af1 MediaWiki:Accesskey-compareselectedversions 8 10 10 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki v 7a38d8cbd20d9932ba948efaa364bb62651d5ad4 MediaWiki:Accesskey-diff 8 11 11 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki d 3c363836cf4e16666669a25da280a1865c2d2874 MediaWiki:Accesskey-minoredit 8 12 12 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki i 042dc4512fa3d391c5170cf3aa61e6a638f84342 MediaWiki:Accesskey-preview 8 13 13 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki p 516b9783fca517eecbd1d064da2d165310b19759 MediaWiki:Accesskey-save 8 14 14 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki s a0f1490a20d0211c997b44bc357e1972deab8ae3 MediaWiki:Accesskey-search 8 15 15 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki f 4a0a19218e082a343a1b17e5333409af9d98f0f5 MediaWiki:Accesskey-watch 8 16 16 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki w aff024fe4ab0fece4091de044c58c9ae4233383a MediaWiki:Accmailtext 8 17 17 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki "$1" のパスワードを $2 に送信しました。 6cb6e2175dcd8a645b6016d5f60557b75973a7b7 MediaWiki:Accmailtitle 8 18 18 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki パスワードを送信しました 6b260f9ea1900d0b0657ec6ca290ee3cdababf22 MediaWiki:Accountcreated 8 19 19 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki アカウントを作成しました 36aee5e0aae182bcae5712eef5753821d50b77a1 MediaWiki:Accountcreatedtext 8 20 20 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 利用者 $1 が作成されました。 a97990b3227174bab663298da51e6e608acce83b MediaWiki:Acct creation throttle hit 8 21 21 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki あなたは既に $1 アカウントを作成しています。これ以上作成できません。 abaa768ac225e2397b431479780f49828bd9e3de MediaWiki:Actioncomplete 8 22 22 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 完了しました 54aa5e15538b14d469a12f08ab637f0038b6dd1f MediaWiki:Addedwatch 8 23 23 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストに追加しました edf00ed8ac25447e621b8f6bc84856adf7d36611 MediaWiki:Addedwatchtext 8 24 24 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki ページ "$1" をあなたの[[Special:Watchlist|ウォッチリスト]]に追加しました。 このページと、付属のノートのページに変更があった際にはそれをウォッチリストで知ることができます。また、[[Special:Recentchanges|最近更新したページ]]ではウォッチリストに含まれているページは'''ボールド体'''で表示され、見つけやすくなります。 ウォッチリストから特定のページを削除したい場合には、サイドバーかタブにある "{{int:unwatch}}" のリンクをクリックしてください。 192d3acb8d8c0b76be38ca71638a1d2dbfdc2424 MediaWiki:Addsection 8 25 25 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki + a979ef10cc6f6a36df6b8a323307ee3bb2e2db9c MediaWiki:Administrators 8 26 26 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki Project:{{int:group-sysop}} a69706999abbb24733eac7c4eb263c77662ecce1 MediaWiki:Allarticles 8 27 27 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 全ページ 4e81cb73feeafb1ca0e59132a0c03a78ffbc7bfe MediaWiki:Allinnamespace 8 28 28 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 全ページ ($1 名前空間) fd38138a2c200e8558fd4b306ae0cd0a90fa6749 MediaWiki:Alllogstext 8 29 29 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki アップロード、削除、保護、投稿ブロック、権限変更のログがまとめて表示されています。ログの種類、実行した利用者、影響を受けたページ(利用者)による絞り込みができます。 9edd7c3b2077c65b60a40c6830f93054b5637ea0 MediaWiki:Allmessages 8 30 30 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 表示メッセージの一覧 f50216dfa508a2c63f23b18a19d979f19973f0b0 MediaWiki:Allmessagescurrent 8 31 31 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 現在の文章 e397e20260b96b644d6b5ac35dd9982f3bd6a03f MediaWiki:Allmessagesdefault 8 32 32 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 既定の文章 67dbe6d8a5d5945bc63dd0d39c44d11d2c1af19b MediaWiki:Allmessagesfilter 8 33 33 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki メッセージ名フィルタ: 646e02ead27eeeb953c58fdf9142980e9ae762c7 MediaWiki:Allmessagesmodified 8 34 34 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 条件に当てはまるものを表示 8b286cbce44e8ec47aca4c7abc63dd73b46cf8a2 MediaWiki:Allmessagesname 8 35 35 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki メッセージ名 4e16ed00473388a3f7111b036f9ff5a75ecf4363 MediaWiki:AllmessagesnotsupportedDB 8 36 36 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki wgUseDatabaseMessages が無効のため、[[Special:Allmessages]] はサポートされません。 6744e0eec24b1d4e8404dc5744b3d475c67cc687 MediaWiki:AllmessagesnotsupportedUI 8 37 37 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki このサイトでは、あなたの現在のインターフェース言語 <b>$1</b> における {{ns:special}}:Allmessages はサポートされていません。 d9896f7a7ee30c79d52243b0e17696fcec9dbd95 MediaWiki:Allmessagestext 8 38 38 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki これは{{ns:mediawiki}}名前空間にある全てのシステムメッセージの一覧です。 ba878e27db35dc85f6ab7b86f86cc24046ea9080 MediaWiki:Allnonarticles 8 39 39 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 記事以外の全ページ 675a520ecfcc970e74b64fb7780be4d3eb973f3f MediaWiki:Allnotinnamespace 8 40 40 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 全ページ ($1 名前空間を除く) 87b3db90d44e42aa21372d17aae80009013914b0 MediaWiki:Allowemail 8 41 41 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 他の利用者からのメールの受け取りを許可する 7641707dd4ad84d1c5cd4ee5dcc891d24e0641dc MediaWiki:Allpages 8 42 42 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 全ページ 4e81cb73feeafb1ca0e59132a0c03a78ffbc7bfe MediaWiki:Allpagesbadtitle 8 43 43 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki The given page title was invalid or had an inter-language or inter-wiki prefix. It may contain one more characters which cannot be used in titles. e7abde82b0535503c79bd90a82300e28d4be12c8 MediaWiki:Allpagesfrom 8 44 44 2006-11-13T00:35:52Z MediaWiki default 0 wikitext text/x-wiki 表示開始ページ: a1e6c396649080316c490f66db820555349157a6 MediaWiki:Allpagesnext 8 45 45 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 次へ e572295bb22472172f5448c293094f23b61385f6 MediaWiki:Allpagesprefix 8 46 46 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 次の文字列から始まるページを表示: cc46bf9baab3ba3f4f36216e4a0f309eaca8350d MediaWiki:Allpagesprev 8 47 47 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 前へ 09eab5614e0772947f17ec73542fdfb6216e95f7 MediaWiki:Allpagessubmit 8 48 48 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 表示 a46924362170899f2cf4bc50ba4988e781c5a643 MediaWiki:Alphaindexline 8 49 49 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1―$2 3811814636206539cc8a41e043e090741e075977 MediaWiki:Already bureaucrat 8 50 50 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 利用者は既に{{int:group-bureaucrat}}です。 ba00ca98b4bd4ed2a6ce39cab413815a6556cab2 MediaWiki:Already steward 8 51 51 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 利用者は既に{{int:group-steward}}です。 d114eb29afb640e812b4575e639ee3c12769d39d MediaWiki:Already sysop 8 52 52 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 利用者は既に{{int:group-sysop}}です。 3192131ac2f99410a69e9309f7187b8b1a98a0ba MediaWiki:Alreadyloggedin 8 53 53 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki <strong>利用者 $1 は、すでにログイン済みです。</strong><br /> 9965e3406b835c249b3638bdc386b9763dc6e20f MediaWiki:Alreadyrolled 8 54 54 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ページ [[$1]] の [[User:$2|$2]] ([[User_talk:$2|会話]] | [[Special:Contributions/$2|履歴]]) による編集の差し戻しに失敗しました。誰か他の利用者が編集を行ったか差し戻しされたのかもしれません。 このページの最後の編集は [[User:$3|$3]] ([[User_talk:$3|会話]] | [[Special:Contributions/$3|履歴]]) によるものです。 2b29507b8921fe37fc5826a29fab20213543b916 MediaWiki:Ancientpages 8 55 55 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 更新されていないページ 09dc6a51fae659b4a6de3f9aeb3f52792cb911a2 MediaWiki:And 8 56 56 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki および da8569d3e627dbc8ee456a9fa3c22da9188386c7 MediaWiki:Anoneditwarning 8 57 57 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたはログインしていません。あなたのIPアドレスはこの項目の履歴に記録されます。 0b9cab81be975d5038743436a5710bf7b83e1c8e MediaWiki:Anonnotice 8 58 58 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki - 3bc15c8aae3e4124dd409035f32ea2fd6835efc9 MediaWiki:Anontalk 8 59 59 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このIP利用者の会話 d8e75b380fa40642a5fadeb16b33ce1e1b18be20 MediaWiki:Anontalkpagetext 8 60 60 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ---- ''これはアカウントをまだ作成していないか、あるいは使っていない匿名利用者のための会話ページです。{{SITENAME}}では匿名利用者の識別は利用者名のかわりにIPアドレスを用います。IPアドレスは何人かで共有されることがあります。もしも、あなたが匿名利用者で無関係なコメントがここに寄せられる場合は、[[Special:Userlogin|アカウントを作成するかログインして]]他の匿名利用者と間違えられないようにしてくださるようお願いします。 1728940dd126f5990daa9115931ab8f10e080af5 MediaWiki:Anonymous 8 61 61 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}の匿名利用者 0363881d0331acdb3db4309e10bfbc6fdf4a405f MediaWiki:Apr 8 62 62 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 4月 6c3c2c28e2d04fd37668572133ae1b8f1d943dd7 MediaWiki:April 8 63 63 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 4月 6c3c2c28e2d04fd37668572133ae1b8f1d943dd7 MediaWiki:Article 8 64 64 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 本文 35f496a304d890801b95b4c671941dc38ff4651d MediaWiki:Articleexists 8 65 65 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 指定された移動先には既にページが存在するか、名前が不適切です。 9049861f262960680f4eea07a31dda06b363154c MediaWiki:Articlepage 8 66 66 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 項目を表示 7b3bc6bd11f9a940fbb61740e0cda1c88acf6d50 MediaWiki:Articletitles 8 67 67 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ''$1'' からはじまる項目 ae869dc07c719d5723b1d10ad72eeded29482f2b MediaWiki:Aug 8 68 68 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 8月 d30cda020b0df033558a148f1efe8533bb296c92 MediaWiki:August 8 69 69 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 8月 d30cda020b0df033558a148f1efe8533bb296c92 MediaWiki:Autoblocker 8 70 70 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 投稿ブロックされている利用者 "$1" と同じIPアドレスのため、自動的にブロックされています。ブロックの理由は "$2" です。 16da4760a6d21b3412160fb24629fbc704d4a7f2 MediaWiki:Autoredircomment 8 71 71 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki [[$1]]へのリダイレクト b225d8dbf48cb9bac3833f38e86085f287c2dc68 MediaWiki:Badaccess 8 72 72 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 権限がありません 3509ab20e8a979541042345454a81d5ed9226960 MediaWiki:Badaccesstext 8 73 73 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたの要求した処理は "$2" の権限を持った利用者のみが実行できます。詳しくは $1 を参照してください。 c9a3d3163e9308b4e4902be1bc4829b572481ed0 MediaWiki:Badarticleerror 8 74 74 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このページでは要求された処理を行えません。 8d2efdf840164678cbba7e92b227c087cc5bfa55 MediaWiki:Badfilename 8 75 75 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイル名は "$1" へ変更されました。 e5947824338cf11e5a76f4270d21adc0ef6da7e2 MediaWiki:Badfiletype 8 76 76 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ".$1" は推奨されているファイルフォーマットではありません。 63f3451f13b3326fe016df2dba706de60e542bcf MediaWiki:Badipaddress 8 77 77 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki IPアドレスが異常です。 7c103582d0abf3303a21e95fec489d6866a22a03 MediaWiki:Badquery 8 78 78 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki おかしな形式の検索問い合わせ dd0768c515a1035de7cd4905e63e9f0bfca7e080 MediaWiki:Badquerytext 8 79 79 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 問い合わせを処理できませんでした。おそらく3文字未満の語を検索しようとしたためですが、まだ対応していません。例えば「魚 and and 大きさ」のように、表現を誤記しているのかもしれません。 56a6c4f97fb67a75feb03687f39c45d8fe0d934b MediaWiki:Badretype 8 80 80 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 両方のパスワードが一致しません。 08dfceba562a293c218d07db4fe841ef15dc9c38 MediaWiki:Badsig 8 81 81 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 署名が正しくありません。HTMLタグを見直してください。 b2564077e1f9e3097d3ff87ddf43a57c961b404f MediaWiki:Badtitle 8 82 82 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ページタイトルの間違い 8c9559a330c8c360b9a62903051ca74eb679b2a6 MediaWiki:Badtitletext 8 83 83 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 要求されたページは無効か、何もないか、正しくない inter-language または inter-wiki のタイトルです。 e2756f3536a971f97051a96816888740c27fbc09 MediaWiki:Blanknamespace 8 84 84 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki (標準) 0fedfe7724455e978caa50f7670659db39ee9bb5 MediaWiki:Blockededitsource 8 85 85 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki '''$1''' への '''あなたの編集''' を以下に示します: 833b861c643053ab8d1005d7ba033502e8ae4cb0 MediaWiki:Blockedoriginalsource 8 86 86 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 以下に '''$1''' のソースを示します: c2b813b1bd9e19e785bb4b1b38ba81ed2376196b MediaWiki:Blockedtext 8 87 87 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ご使用の利用者名またはIPアドレスは $1 によって投稿をブロックされています。その理由は次の通りです。 :$2 $1 または他の[[{{int:administrators}}|{{int:group-sysop}}]]にこの件についてメールで問い合わせることができます。ただし、[[Special:Preferences|オプション]]に正しいメールアドレスが登録されていない場合、「{{int:emailuser}}」機能が使えないことに注意してください。あなたのIPアドレスは「$3」です。問い合わせを行う際には、このIPアドレスを必ず書いてください。 99d57dbc36e5ecef44b7cfe2cbfb9fdd743c7f5e MediaWiki:Blockedtitle 8 88 88 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 投稿ブロック 006dd70444c1bf914b0aef1376b8c880b4e4e0a5 MediaWiki:Blockip 8 89 89 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 投稿ブロック 006dd70444c1bf914b0aef1376b8c880b4e4e0a5 MediaWiki:Blockipsuccesssub 8 90 90 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ブロックに成功しました。 e9fbd6cd9b8a577efa61fa86a18b1ec4174d2232 MediaWiki:Blockipsuccesstext 8 91 91 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 利用者またはIPアドレス "$1" の投稿をブロックしました。<br /> [[Special:Ipblocklist|{{int:ipblocklist}}]]で確認できます。 d6abc69bd0f6047fdc57a93e50d2c305edc45d95 MediaWiki:Blockiptext 8 92 92 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 指定した利用者やIPアドレスからの投稿をブロックすることができます。投稿ブロックは荒らしを防ぐためであり、[[Project:方針|{{SITENAME}}の方針]]に従っているべきです。明確な理由を以下に記入してください(例えば、荒らされたページを引用する)。 e081202a8566f2c1bdd4f0417b8782ab7774348d MediaWiki:Blocklink 8 93 93 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ブロック 65f1a4621d9f95871e01f5d8f35792f0b7836e2e MediaWiki:Blocklistline 8 94 94 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1, $2 は $3 をブロック ($4) b6a88b09962d359495adbb70f0c91693fc94ec2d MediaWiki:Blocklogentry 8 95 95 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki "$1" を $2 ブロックしました c74ea0a752bfe362f0de59119ee8b36a76b8ac89 MediaWiki:Blocklogpage 8 96 96 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 投稿ブロック記録 941fd86d8d5896584b881bf7dd95a439e98cd6f7 MediaWiki:Blocklogtext 8 97 97 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このページは投稿ブロックと解除の記録です。自動的に投稿ブロックされたIPアドレスは記録されていません。現時点で有効な投稿ブロックは[[Special:Ipblocklist|{{int:ipblocklist}}]]をご覧ください。 9bc4c43f00f6ae9257f20eb51ef70c221ade9b79 MediaWiki:Bold sample 8 98 98 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 強い強調(太字) 6530528500f410cdcf952b1f992f60fb506d5607 MediaWiki:Bold tip 8 99 99 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 強い強調(太字) 6530528500f410cdcf952b1f992f60fb506d5607 MediaWiki:Booksources 8 100 100 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 文献資料 f2825f367005faafd0010ad87b8463c56d02f6de MediaWiki:Booksourcetext 8 101 101 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 以下のリストは、新本、古本などを販売している外部サイトへのリンクです。あなたがお探しの本について、更に詳しい情報が提供されている場合もあります。 d38ba2ed10cc3823dfa5fce3deb6abf90403939c MediaWiki:Boteditletter 8 102 102 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki b e9d71f5ee7c92d6dc9e92ffdad17b8bd49418f98 MediaWiki:Brokenredirects 8 103 103 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 迷子のリダイレクト 399d1e72568ba203babe89bcce837dec54a54308 MediaWiki:Brokenredirectstext 8 104 104 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 以下は存在しないページにリンクしているリダイレクトです。 6040335dbf6facb3663f25ceaa3722e506b998c4 MediaWiki:Bugreports 8 105 105 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki バグの報告 4b90a16d3d88b5b8430c62b770fbd2d4ac46f5f6 MediaWiki:Bugreportspage 8 106 106 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Project:バグの報告 3faaa6d42193ecda63134ef859ac21acfccdcb77 MediaWiki:Bydate 8 107 107 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 日付順 00ec2408284a92995c87d247e6fc45cb671a7f8b MediaWiki:Byname 8 108 108 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 名前順 89d8bc78d4f40df356e987838115edaa28687416 MediaWiki:Bysize 8 109 109 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki サイズ順 79352b476075d43dacca2186d33d3c92bd3707f0 MediaWiki:Cachederror 8 110 110 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたがアクセスしたページのコピーを保存したものを表示しています。また、コピーは更新されません。 8b1bbffd27d9a33635a9dedf82969a0a29a9c6db MediaWiki:Cancel 8 111 111 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 中止 67847e89ae19753b702ab087495e2aa290a67e32 MediaWiki:Cannotdelete 8 112 112 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 指定されたページ、または画像の削除に失敗しました。 a331eb608d9ebe71c619769fdefa86e67e08d368 MediaWiki:Cannotundelete 8 113 113 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 復帰に失敗しました。誰かがすでにこのページを復帰しています。 035351166aa7315e873bf07897deb61d8b97b117 MediaWiki:Cantrollback 8 114 114 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 投稿者がただ一人であるため、編集を差し戻せません。 4998d69c5f1e276acaec5855bd086f7d6736705f MediaWiki:Categories 8 115 115 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki カテゴリ 50462d5f5d9a662515a35e8bbcee2856cb4ca751 MediaWiki:Categoriespagetext 8 116 116 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}には以下のカテゴリが存在します。 c3124256b18003aec04adf22a43d7b615c7f0485 MediaWiki:Category 8 117 117 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki カテゴリ 50462d5f5d9a662515a35e8bbcee2856cb4ca751 MediaWiki:Category header 8 118 118 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki カテゴリ: “$1” eb3d4104545f17f020ae146500ebb56ce60d0982 MediaWiki:Categoryarticlecount 8 119 119 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このカテゴリには $1 の項目があります。 6c4ade41d17bc995d0c886257afc37e39b59f777 MediaWiki:Catseparator 8 120 120 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki | 3eb416223e9e69e6bb8ee19793911ad1ad2027d8 MediaWiki:Changed 8 121 121 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 変更 125337ad201d716404d7814aea44da118d8a0ba5 MediaWiki:Changepassword 8 122 122 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki パスワード変更 7c92d21535c57dd503a76b61f70150fcc47327dd MediaWiki:Changes 8 123 123 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 更新 d9db02d07adb1f8ac772b955da9cb883381918fd MediaWiki:Clearwatchlist 8 124 124 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストを消去する 4c6e6176f608fe2b64015edf3d0aa13fd0e9f709 MediaWiki:Clearyourcache 8 125 125 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki '''お知らせ:''' 保存した後、ブラウザのキャッシュをクリアする必要があります。'''Mozilla / Firefox / Safari:''' [Shift] を押しながら [再読み込み] をクリック、または [Shift]-[Ctrl]-[R] (Macでは [Cmd]-[Shift]-[R]); '''IE:''' [Ctrl] を押しながら [更新] をクリック、または [Ctrl]-[F5]; '''Konqueror:''' [再読み込み] をクリック、または [F5]; '''Opera:''' 「ツール」→「設定」からキャッシュをクリア。 0f2f6593cbfce1109142a6cfaf0ae3ddd35fac62 MediaWiki:Columns 8 126 126 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 横: 37763bafee545cb8487760abf94ca6350fe572e5 MediaWiki:Compareselectedversions 8 127 127 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 選択した版同士を比較 6430fd823f92bae42124e636dd0ea7231ab52262 MediaWiki:Confirm 8 128 128 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 確認 86a07295c5476f45743bcf82a37507908eddb139 MediaWiki:Confirm purge 8 129 129 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ページのキャッシュを破棄します。よろしいですか? $1 a773a13b837c34ab103f6ed9a4cfd739f25442f7 MediaWiki:Confirm purge button 8 130 130 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki はい c92b4cda8bdf50d2b2644305a8ebdf9c28cfabea MediaWiki:Confirmdelete 8 131 131 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 削除の確認 8e0a556f957b9c9f0d6f51e349f34dea292353b3 MediaWiki:Confirmdeletetext 8 132 132 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 指定されたページまたは画像は、その変更履歴と共にデータベースから永久に削除されようとしています。あなたが削除を望んでおり、それがもたらす帰結を理解しており、かつあなたのしようとしていることが[[Project:方針|方針]]に即したものであることを確認してください。 37501b6c5476b896d200de9fd86a1b7ea5e866a5 MediaWiki:Confirmedittext 8 133 133 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ページの編集を始める前にメールアドレスの確認をする必要があります。[[Special:Preferences|オプション]]でメールアドレスを設定し、確認を行ってください。 62e2f3c2360ef5d54601f26485017802386c375f MediaWiki:Confirmedittitle 8 134 134 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 編集にはメールアドレスの確認が必要です。 571d8003bceefa8197d6101beaf37b2089291381 MediaWiki:Confirmemail 8 135 135 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki メールアドレスの確認 b96beb0f21553c2ec2813c153faf4a61f2862cb0 MediaWiki:Confirmemail body 8 136 136 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki This is a E-mail confirmation of *{{SITENAME}}*. If you can not read this message below, you can not read wikimail either. Then, please change a mailer or address which can read UTF-8 mail, and retry. Thank you. -- どなたか(IPアドレス $1 の使用者)がこのメールアドレスを {{SITENAME}} のアカウント "$2" に登録しました。 このアカウントがあなたのものであるか確認してください。 あなたの登録したアカウントであるならば、{{SITENAME}} のメール通知機能を有効にするために、以下のURLにアクセスしてください: $3 もし {{SITENAME}} について身に覚えがない場合は、リンクを開かないでください。 確認用コードは $4 に期限切れになります。 -- {{SITENAME}} {{SERVER}}/ 1e2f1ca902037aa7836bfe4bcbdcb5840c99f226 MediaWiki:Confirmemail error 8 137 137 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたの確認を保存する際に内部エラーが発生しました。 84fa606436c8ca04f123748ee120a972bc6d0150 MediaWiki:Confirmemail invalid 8 138 138 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 確認用コードが正しくありません。このコードは期限切れです。 e83feeea17cfb6f436ba174a303ddf3397c3c060 MediaWiki:Confirmemail loggedin 8 139 139 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたのメールアドレスは確認されました。 7e2343e533de5b20e427512e1e22365f728d0815 MediaWiki:Confirmemail needlogin 8 140 140 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki メールアドレスを確認するために$1が必要です。 bdda865187db7a47fc2588bda5b69756fd1815e0 MediaWiki:Confirmemail send 8 141 141 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 確認用コードを送信する c940866df3b59079040cb7b5b8e18b983483f1b3 MediaWiki:Confirmemail sendfailed 8 142 142 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 確認メールを送信できませんでした。メールアドレスに不正な文字が含まれていないかどうか確認してください。 e694847bcc513796cd0a7e993192aab4a7c7c074 MediaWiki:Confirmemail sent 8 143 143 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 確認メールを送信しました。 38bcbb13b1270930d347577b9b01f8acdfddc8d5 MediaWiki:Confirmemail subject 8 144 144 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}} e-mail address confirmation 1a52e97dc5523493912a56deff127b9c81ebaa5a MediaWiki:Confirmemail success 8 145 145 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたのメールアドレスは確認されました。ログインしてウィキを楽しんでください。 a8405cae2f86259a173d34b0099101a63bf47d71 MediaWiki:Confirmemail text 8 146 146 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このウィキではメール通知を受け取る前にメールアドレスの確認が必要です。以下のボタンを押すと「{{int:Confirmemail_subject}}」という件名の確認メールがあなたのメールアドレスに送られます。メールには確認用コードを含むリンクが書かれています。そのリンクを開くことによってメールアドレスの正当性が確認されます。 8ad9b175c2d402ac6080043764e5c0cd67359b46 MediaWiki:Confirmprotect 8 147 147 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 保護の確認 585ad8678f0c896efa0cd90311e3b07715c61c4e MediaWiki:Confirmprotecttext 8 148 148 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 本当にこのページを保護しますか? 02d25a0a7a6dade6ce9b8673b00977591f7568fb MediaWiki:Confirmrecreate 8 149 149 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたがこのページを編集し始めた後に、このページは[[User:$1|$1]] ([[User_talk:$1|会話]]) によって削除されました。その理由は次の通りです: :$2 このままこのページを新規作成して良いか確認してください。 bcc0f7aa077f01d2e4efef428892b1f79d7b90e6 MediaWiki:Confirmunprotect 8 150 150 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 保護解除の確認 7b9c4e8e7ade0713c7cf101661f4a89a43c2ba08 MediaWiki:Confirmunprotecttext 8 151 151 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 本当にこのページの保護を解除しますか? 9b3b0fc731586101712b8d480d91f927e7a4fad0 MediaWiki:Contextchars 8 152 152 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 1行あたりの文字数: 4d9103582d7d16b1543e1ed03bdd5182e65eccca MediaWiki:Contextlines 8 153 153 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 1件あたりの行数: b73bba21fead2c9b3992f6adc4871c3b6b0346ce MediaWiki:Contribslink 8 154 154 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 投稿記録 129cbe05e2e4a9d96e853755c37030a5a3f77ab6 MediaWiki:Contribsub 8 155 155 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 利用者名: $1 1e81193fd054944e2f6c7b09d065e9040673fbd4 MediaWiki:Contributions 8 156 156 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 利用者の投稿記録 bdd0a7a3e164aaf16b0b17e7aa248eebd8260ffd MediaWiki:Copyright 8 157 157 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki コンテンツは$1のライセンスで利用することができます。 83a2f0f519372cdea22523d80c5751fa1fbb834d MediaWiki:Copyrightpage 8 158 158 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Project:著作権 47bfdff946a6680b02609c1d28b951a3cb2d8ea2 MediaWiki:Copyrightpagename 8 159 159 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}の著作権 c8873d6e6f416a1957c9a8c20ea297d969b2f8e6 MediaWiki:Copyrightwarning 8 160 160 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki '''■投稿する前に以下を確認してください■''' * {{SITENAME}}に投稿された文書は、すべて$2(詳細は$1を参照)によって公開されることに同意してください。 * あなたの文章が他人によって自由に編集、配布されることを望まない場合は、投稿を控えてください。 * あなたの投稿する文章はあなた自身によって書かれたものであるか、パブリック・ドメインかそれに類する自由なリソースからの複製であることを約束してください。'''あなたが著作権を保持していない作品を許諾なしに投稿してはいけません!''' 4f9e49664f9f06d76b53f08842d7af5c4acbd8ee MediaWiki:Copyrightwarning2 8 161 161 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki '''■投稿する前に以下を確認してください■''' * あなたの文章が他人によって自由に編集、配布されることを望まない場合は、投稿を控えてください。 * あなたの投稿する文章はあなた自身によって書かれたものであるか、パブリック・ドメインかそれに類する自由なリソースからの複製であることを約束してください(詳細は$1を参照)。'''あなたが著作権を保持していない作品を許諾なしに投稿してはいけません!''' 223dd38f3f5598a715fa33a8b507545da12c3d59 MediaWiki:Couldntremove 8 162 162 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki "$1" をウォッチリストから削除できません。 d2cc735a9dc802530a642bcb3b4edbdd597a7880 MediaWiki:Createaccount 8 163 163 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki アカウント作成 4c01856cf7dbccf9b9d24d4437aa187c65f434e4 MediaWiki:Createaccountmail 8 164 164 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki メールで送信 7edce3b3bbec7770b120032ee647f3635778064e MediaWiki:Createarticle 8 165 165 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 項目を作成 5e086e3096c527f95fd5b6c072ca04b8fa114a76 MediaWiki:Created 8 166 166 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 作成 614f2eaaffaf673b5cb5258a36e27c17905e85d3 MediaWiki:Creditspage 8 167 167 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ページ・クレジット 9029281fe697d6b1bed93eb68f16e87cfe1701c5 MediaWiki:Cur 8 168 168 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 最新版 7ee7151a7f3b728fd3a7c0fe2f540dc9de198cac MediaWiki:Currentevents 8 169 169 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 最近の出来事 efb5bb01cf42eb0f01bccc23a50a67183e8df250 MediaWiki:Currentevents-url 8 170 170 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 最近の出来事 efb5bb01cf42eb0f01bccc23a50a67183e8df250 MediaWiki:Currentrev 8 171 171 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 最新版 7ee7151a7f3b728fd3a7c0fe2f540dc9de198cac MediaWiki:Currentrevisionlink 8 172 172 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 最新版を表示 fde790f8145ed63944a56e13baecaea57781b02f MediaWiki:Data 8 173 173 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Data e5e429bcc9c2e4a41a3c7a4d96203be6cb273b11 MediaWiki:Databaseerror 8 174 174 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki データベース・エラー a6f251b82142fcad042af8688e305514344e1592 MediaWiki:Datedefault 8 175 175 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 選択なし ea63a23323287c8e32d8dce7004c9fc6e0a2fe7a MediaWiki:Dateformat 8 176 176 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 日付の書式 c0b707fa7f2ed1b8c2f2c708d2f35c699608a980 MediaWiki:Datetime 8 177 177 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 日付と時刻 0d1b872736839e7cb405a072e773de63006bebc3 MediaWiki:Dberrortext 8 178 178 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki データベース検索の文法エラー。これは恐らくソフトウェアのバグを表しています。 最後に実行を試みた問い合わせ: <blockquote><tt>$1</tt></blockquote> from within function "<tt>$2</tt>". MySQL returned error "<tt>$3: $4</tt>". f142da95a35b94365711c84de0ff733b956e775b MediaWiki:Dberrortextcl 8 179 179 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki データベースクエリの文法エラーが発生しました。 ---- A database query syntax error has occurred. The last attempted database query was: "$1" from within function "$2". MySQL returned error "$3: $4" ae5e8a7fac2b289a23f1cc8afec54a83a1ea77a4 MediaWiki:Deadendpages 8 180 180 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 有効なページへのリンクがないページ e9083e6283f13c816e8b45d2ee5f2de2149be8b4 MediaWiki:Dec 8 181 181 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 12月 dea6ce6fbc1efc508ec56a4bebdf7be351d67615 MediaWiki:December 8 182 182 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 12月 dea6ce6fbc1efc508ec56a4bebdf7be351d67615 MediaWiki:Default 8 183 183 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki デフォルト 97da98f2bbf105dd2b0990ef197974941391cdc4 MediaWiki:Defaultns 8 184 184 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 標準で検索する名前空間: 43da0dfdeb2ac769082d9eeb512995baa866d4c3 MediaWiki:Defemailsubject 8 185 185 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}} (ja) e-mail e1863ccbb9d1c7f456c010d486e90348c6f70dc9 MediaWiki:Delete 8 186 186 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 削除 5cbdf1fd708232abb78ea2f8bc3cbfd907573b43 MediaWiki:Delete and move 8 187 187 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 削除して移動する 75a2275c11b0e87d0acd9622ec7237587d477a73 MediaWiki:Delete and move confirm 8 188 188 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ページ削除の確認 8a98911cfe18583e309d6d912bf6b50fb113cbaf MediaWiki:Delete and move reason 8 189 189 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 移動のための削除 d07eb13f789372261d1f0d42e884afe29d8e1bb6 MediaWiki:Delete and move text 8 190 190 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki == 削除が必要です == 移動先 "[[$1]]" は既に存在しています。このページを移動のために削除しますか? 6b47d82fa32453f0899c09f857e0da0b9247fbd1 MediaWiki:Deletecomment 8 191 191 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 削除の理由 4e4bf2b1451daff6177340dc9a43705fc847b36e MediaWiki:Deletedarticle 8 192 192 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki "$1" を削除しました。 55d26233fa7c09efc951056e33e7545c2b335c31 MediaWiki:Deletedrev 8 193 193 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki [削除済み] 3f4cfdecc362985c99e2e0a1ee099d8b30145b3f MediaWiki:Deletedrevision 8 194 194 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 古い版 $1 を削除しました。 6d3649c8aa035fa2ae666124959b93061dcfc0d3 MediaWiki:Deletedtext 8 195 195 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki "$1" は削除されました。最近の削除に関しては $2 を参照してください。 3e7e376330bbef8d969a63976239305a093add3d MediaWiki:Deletedwhileediting 8 196 196 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki '''警告:''' このページはあなたが編集し始めた後、削除されました!! 3b6321fe4b3bd429f6240ba42aeef95aa7434a00 MediaWiki:Deleteimg 8 197 197 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 削除 5cbdf1fd708232abb78ea2f8bc3cbfd907573b43 MediaWiki:Deleteimgcompletely 8 198 198 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 全版削除 6edac03dbf82132e2de1783c0c695faa23cb71cd MediaWiki:Deletepage 8 199 199 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ページを削除 8d553557840c5d3da233de5e6cd3f9c221f73933 MediaWiki:Deletesub 8 200 200 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki "$1" を削除 b095da977dbb1e0c22334842b182adbb8a866dd4 MediaWiki:Deletethispage 8 201 201 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このページを削除 1678e41abed37f56e97d1763bd33fa08832c1f89 MediaWiki:Deletionlog 8 202 202 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 削除記録 6149df91501200f8882568e5ae284310f056b7c7 MediaWiki:Dellogpage 8 203 203 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 削除記録 6149df91501200f8882568e5ae284310f056b7c7 MediaWiki:Dellogpagetext 8 204 204 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 以下は最近の削除と復帰の記録です。 57d17d41a6cc41f1a84ce73ba2fd479e73beeb5c MediaWiki:Destfilename 8 205 205 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 掲載するファイル名 3d4f964eae59cbde3af2b78c671e9619e02293ff MediaWiki:Developertext 8 206 206 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたの要求した処理は開発者のみが実行できます。 $1 を参照してください。 a0aaa5476cc817b911a5673784a2d2b1e26ab053 MediaWiki:Developertitle 8 207 207 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 開発者によるアクセスが必要 5019ad62aafa67c693d315b65e2dc6f84bd514f6 MediaWiki:Diff 8 208 208 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 差分 f611e26f87f4c1ba6a1c74e514ccf53cd5476bbe MediaWiki:Difference 8 209 209 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 版間での差分 d1876bf23326eb7aed6eba2ef900f25ba0b4e330 MediaWiki:Disambiguations 8 210 210 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 曖昧さ回避ページ 3ca00fa6cf1a8e1a59c14249d7c767f3bfe86f9a MediaWiki:Disambiguationspage 8 211 211 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Template:aimai 7ee85d5dc52b9f16de41c10e8c0552fbbb13fe8a MediaWiki:Disambiguationstext 8 212 212 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 以下のページは<b>曖昧さ回避ページ</b>へリンクしています。これらのページはより適した主題のページへリンクされるべきです。<br /> $1 にリンクしているページは曖昧さ回避ページと見なされます。 ce44b6f82d98c3e85270089556755ac7a7567648 MediaWiki:Disclaimerpage 8 213 213 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Project:免責事項 b5a849ccebbaf7263866d4315c841dad9cbaa103 MediaWiki:Disclaimers 8 214 214 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 免責事項 b7d655558e307bfd17a81601a4e832fad9a41bbe MediaWiki:Displaytitle 8 215 215 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki (Link to this page as [[$1]]) 48d66a9bb8ff993bba930b70c17fbbb3dc2293f7 MediaWiki:Doubleredirects 8 216 216 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 二重リダイレクト efd0866fb3037b0f81aa517f929ac42b595b48f7 MediaWiki:Doubleredirectstext 8 217 217 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 以下はリダイレクトにリンクしているリダイレクトの一覧です。最も左のリダイレクトは二番目のリダイレクトが指している、恐らく「真に」リダイレクトしたいページを指すよう、変更されるべきです。 4732025a57a39b184800183bc4c05697fc2fb939 MediaWiki:Download 8 218 218 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ダウンロード bc3a85876c880b10ee1577ae233eae23d31b70df MediaWiki:Eauthentsent 8 219 219 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 指定されたメールアドレスにアドレス確認のためのメールを送信しました。このアカウントが本当にあなたのものであるか確認するため、あなたがメールの内容に従わない限り、その他のメールはこのアカウント宛には送信されません。 4770909a68456712fdf458880b9049ff092fe19f MediaWiki:Edit 8 220 220 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 編集 d107b864c37815fbb4849cf3a387fa5819cebadb MediaWiki:Edit-externally 8 221 221 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 外部アプリケーションを使ってこのファイルを編集する 1435fa0d7a32a9e5b5a5c904432b4e4bbb03a940 MediaWiki:Edit-externally-help 8 222 222 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 詳しい情報は[http://meta.wikimedia.org/wiki/Help:External_editors 外部エディタに関する説明(英語)]をご覧ください。 41e1633daad64cdcefffc782ae7b17efd42f2303 MediaWiki:Editcomment 8 223 223 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 編集内容の要約: <i>$1</i> a8fd90cb1e2098a783f1cb762f38fead5fbab0e3 MediaWiki:Editconflict 8 224 224 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 編集競合: $1 7accd24d2390796290472fa82227a973ddbe3f4a MediaWiki:Editcurrent 8 225 225 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このページの最新版を編集 0350481cf34e346627921e0b3c178a470c374126 MediaWiki:Edithelp 8 226 226 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 編集の仕方 ad8db4bcb9376378a5aa34972f5c81957b71c349 MediaWiki:Edithelppage 8 227 227 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Help:編集の仕方 4eef8340acbb78e39ee16e35c093cc649ac8ad51 MediaWiki:Editing 8 228 228 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1 を編集中 85d7a5adfb6a3fd70683d0390023ea7a79f86917 MediaWiki:Editingcomment 8 229 229 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1 を編集中(新規コメント) 32cce937c9926f9cc4302b92d12c581c0e84736e MediaWiki:Editinginterface 8 230 230 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki '''警告:''' あなたはソフトウェアのインターフェースに使用されているテキストを編集しています。このページの変更はすべての利用者に影響します。 0dacf2a3f9ea404e38d222943eeaa9498d32d4e7 MediaWiki:Editingold 8 231 231 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki <strong>警告: あなたはこのページの古い版を編集しています。もしこの文章を保存すると、この版以降に追加された全ての変更が無効になってしまいます。</strong> 4ffe1d76fa5b3b3d90378d612386f51846c0faed MediaWiki:Editingsection 8 232 232 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1 を編集中(節単位編集) c131af2d8bd533442192d32d223632c2348cbd14 MediaWiki:Editold 8 233 233 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 編集 d107b864c37815fbb4849cf3a387fa5819cebadb MediaWiki:Editsection 8 234 234 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 編集 d107b864c37815fbb4849cf3a387fa5819cebadb MediaWiki:Editsectionhint 8 235 235 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 節を編集: $1 715e46bf22b63dfa5a2ac947a6d53b0b62b9dcf7 MediaWiki:Editthispage 8 236 236 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このページを編集 ed3bb8bc1e319e7639fb5d84b5e1116f2d4da493 MediaWiki:Edittools 8 237 237 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki <!-- ここに書いたテキストは編集及びアップロードのフォームの下に表示されます。 --> bec4e35910e9e84e64cb421e6f2a0d3fe562669a MediaWiki:Editusergroup 8 238 238 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 編集 d107b864c37815fbb4849cf3a387fa5819cebadb MediaWiki:Email 8 239 239 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki メールアドレス 893793b5f9aa7223fb2efb8cbad75b3cb04ed1cb MediaWiki:Emailauthenticated 8 240 240 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたのメールアドレスは $1 に確認されています。 a23335ed754b4ffccb5dcfb332e911082e7f426e MediaWiki:Emailconfirmlink 8 241 241 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki メールアドレスを確認する 17f2dcb802286407a93ccc8d9be984fc3d506912 MediaWiki:Emailfrom 8 242 242 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたのアドレス 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MediaWiki default 0 wikitext text/x-wiki メールを送りました 6d82b58d1d19fd4e174c5f1b2caa8f63e9f10e16 MediaWiki:Emailsenttext 8 249 249 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki メールは無事送信されました。 7d0e37e8b2f5733d92c4068b548d5b94b6503d36 MediaWiki:Emailsubject 8 250 250 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 題名 93e7bc1989d66538ddd587a81dd894183a668257 MediaWiki:Emailto 8 251 251 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あて先 d077a28b0e0b55c2c7b98fbd037f612ad369d8ff MediaWiki:Emailuser 8 252 252 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki この利用者にメールを送信 c29ac040b77b0d9a1e3500d627251dd890480deb MediaWiki:Emptyfile 8 253 253 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたがアップロードしようとしているファイルは内容が空であるか、もしくはファイル名の指定が間違っています。もう一度、ファイル名が正しいか、あるいはアップロードしようとしたファイルであるかどうかを確認してください。 1c5306ba942804f03e74fc2932956693cd207579 MediaWiki:Enotif body 8 254 254 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Dear $WATCHINGUSERNAME, {{SITENAME}}のページ $PAGETITLE が $PAGEEDITDATE に $PAGEEDITOR によって$CHANGEDORCREATEDされました。 現在の版を見るには次のURLにアクセスしてください: $PAGETITLE_URL $NEWPAGE 編集内容の要約: $PAGESUMMARY ($PAGEMINOREDIT) 投稿者: メール: $PAGEEDITOR_EMAIL ウィキ: $PAGEEDITOR_WIKI あなたがこのページを訪れない限り、これ以上の通知は送信されません。 ウォッチリストからすべての通知フラグをリセットすることもできます。 {{SITENAME}} 通知システム -- ウォッチリストの設定を変更する: {{fullurl:Special:Watchlist/edit}} 助けが必要ですか: {{fullurl:Help:Contents}} 01f4994a650cd2cccc1984f2550e80320d239194 MediaWiki:Enotif lastvisited 8 255 255 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたが最後に閲覧してからの差分を見るには以下のURLにアクセスしてください: $1 e08cd1158ee59da1f540cfea7c8d0e6604af43bf MediaWiki:Enotif mailer 8 256 256 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}} Notification Mailer 63d40c2e910a71e770ff01958fb49130fb4de05a MediaWiki:Enotif newpagetext 8 257 257 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki (新規ページ) 533e4ea2f434319df88e229890aacc73893615d0 MediaWiki:Enotif reset 8 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MediaWiki:Exif-orientation-1 8 429 429 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 通常 bd3455e23b6e0e320aa3a8870bddd57682f41419 MediaWiki:Exif-orientation-2 8 430 430 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 左右反転 e9aeea3aa28e5c8f4e04f56e3c9122cc090d2b56 MediaWiki:Exif-orientation-3 8 431 431 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 180°回転 c92e48e52785966c003cbb9f73c4826717c85749 MediaWiki:Exif-orientation-4 8 432 432 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 上下反転 4125c3bd3322463860b583dbc68d5c79a9e2763a MediaWiki:Exif-orientation-5 8 433 433 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 反時計回りに90°回転 上下反転 5ab335f2e104d8574675cd9b403990dfd89aab7d MediaWiki:Exif-orientation-6 8 434 434 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 時計回りに90°回転 53ef901a343f3dfd8a7f68ce5c1f57f38c768567 MediaWiki:Exif-orientation-7 8 435 435 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 時計回りに90°回転 上下反転 ab4b9eb2d4744d8a009f2cf5ee3c33de332a6829 MediaWiki:Exif-orientation-8 8 436 436 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 反時計回りに90°回転 4c76e80d43028317105b9065ae584d83e1e7a78e MediaWiki:Exif-photometricinterpretation 8 437 437 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 画素構成 5dd68ceec46a4b45e3723cdb8cc253b70cf53e69 MediaWiki:Exif-photometricinterpretation-2 8 438 438 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki RGB df447551b3bb65ff6caf663b288904709cbe550e MediaWiki:Exif-photometricinterpretation-6 8 439 439 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki YCbCr 77f49199769b53fbd96c4372bf3ccb5fef7e0105 MediaWiki:Exif-pixelxdimension 8 440 440 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 実効画像高さ eb97235f692fe63783270d6745ff48a78d8623a9 MediaWiki:Exif-pixelydimension 8 441 441 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 実効画像幅 139200b313cf16a2de68591a8269e0c211883794 MediaWiki:Exif-planarconfiguration 8 442 442 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki データ格納形式 1e3179728030eaf1ca7db3909e21e1c4b148bc1f MediaWiki:Exif-planarconfiguration-1 8 443 443 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 点順次フォーマット 122eb894974d59d5c7d194d04e97f2217150d1c9 MediaWiki:Exif-planarconfiguration-2 8 444 444 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 面順次フォーマット e1113c8fb49f951a54ebefd56f4fd1445ee94660 MediaWiki:Exif-primarychromaticities 8 445 445 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 原色の色度座標値 ef4b2c332ab23439c90b27c9b98ac915339a7623 MediaWiki:Exif-referenceblackwhite 8 446 446 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 参照黒色点値・参照白色点値 949a163949626e7a0220d8dd037a6512c3f74723 MediaWiki:Exif-relatedsoundfile 8 447 447 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 関連音声ファイル dbb1e65acd651f9602a63504680705ef9c28eff3 MediaWiki:Exif-resolutionunit 8 448 448 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 解像度の単位 953ef2e456752d678ba1a7414e83b61c7437ef98 MediaWiki:Exif-rowsperstrip 8 449 449 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ストリップのライン数 5d923dec79f1ef46123cf250fca97f8733497e4b MediaWiki:Exif-samplesperpixel 8 450 450 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki コンポーネント数 542184f6070fbb7b91b1652d2ed1785421db291c MediaWiki:Exif-saturation 8 451 451 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 彩度 cdac869dedf69c55d78a74147d49e35bd79ac6ba MediaWiki:Exif-saturation-0 8 452 452 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 標準 65dee73a5d32b7466a6fdad1e2ead7ac83e8ded3 MediaWiki:Exif-saturation-1 8 453 453 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 低彩度 97f26b3d6193ed367aaf4d3e0edb3de83212d1d9 MediaWiki:Exif-saturation-2 8 454 454 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 高彩度 d22dd6cb119826222278b1cc76dfcf3768dfdf6a MediaWiki:Exif-scenecapturetype 8 455 455 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 被写体の種別 35e5920ded80f2b0b358c91b474b827cdeb7ca48 MediaWiki:Exif-scenecapturetype-0 8 456 456 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 標準 65dee73a5d32b7466a6fdad1e2ead7ac83e8ded3 MediaWiki:Exif-scenecapturetype-1 8 457 457 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 風景 de16edc1ba46cf286ab2b6ffc0a37c6406d024d1 MediaWiki:Exif-scenecapturetype-2 8 458 458 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 人物 b755b68373c8b84df0947ee4f7a333ecc50eae8c MediaWiki:Exif-scenecapturetype-3 8 459 459 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 夜景 ccf5ba3f297f3982d935bce13b526d59b7c34835 MediaWiki:Exif-scenetype 8 460 460 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki シーンタイプ 5345b6c335a1428bc43600c9a40e08f7e766c587 MediaWiki:Exif-scenetype-1 8 461 461 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 直接撮影された画像 ab70261ed4ecaf625a23dc8d16e43a5f9af417f0 MediaWiki:Exif-sensingmethod 8 462 462 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki センサー方式 6623b88bcbcf011aecde58b3492e31cb97697a2d MediaWiki:Exif-sensingmethod-1 8 463 463 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 未定義 5f21398d3d307c81924925f3fb427b6df76a700c MediaWiki:Exif-sensingmethod-2 8 464 464 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 単板カラーセンサー e2fc1d8b39f791c384d5160ef9dfbd05bcb9d821 MediaWiki:Exif-sensingmethod-3 8 465 465 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 2板カラーセンサー 2d4a3e88159822df79daee93a9c3d3e0c2bfb43b MediaWiki:Exif-sensingmethod-4 8 466 466 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 3板カラーセンサー f69e044d296a0cd99e72c6f74a358f8098f0a692 MediaWiki:Exif-sensingmethod-5 8 467 467 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 色順次カラーセンサー 4d1285d308478f67b8fd0aa115ae5042e3761d52 MediaWiki:Exif-sensingmethod-7 8 468 468 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 3線リニアセンサー 2c06f8ab522effa4ffbed2528816720c9fb2a9fc MediaWiki:Exif-sensingmethod-8 8 469 469 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 色順次リニアセンサー a7a4bf4e820d9d7eaa7b7ef5dfc9bfdc604e4601 MediaWiki:Exif-sharpness 8 470 470 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki シャープネス b4a3bec3c91c7150fdefbc518ef0c5ea265d10ac MediaWiki:Exif-sharpness-0 8 471 471 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 標準 65dee73a5d32b7466a6fdad1e2ead7ac83e8ded3 MediaWiki:Exif-sharpness-1 8 472 472 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki d47963399cddc605e570d9d89909442b3fe0f6a5 MediaWiki:Exif-sharpness-2 8 473 473 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki bac299bce17a9668a0d4a4587feda65301360960 MediaWiki:Exif-shutterspeedvalue 8 474 474 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki シャッタースピード 7d4837fc926775e7792f3689b692ee52298b6519 MediaWiki:Exif-software 8 475 475 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファームウェアのバージョン 043ed6f23390061abd648643d4ba45d6fde74f3f MediaWiki:Exif-software-value 8 476 476 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1 ed540e94e0a77189ea2fbcb25626603b9118128a MediaWiki:Exif-spatialfrequencyresponse 8 477 477 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 空間周波数応答 6cca2e4bef1d7373808509c73dab34b8b19b175f MediaWiki:Exif-spectralsensitivity 8 478 478 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki スペクトル感度 93fc169af988c4dad633f2efd839467b2d0076c1 MediaWiki:Exif-stripbytecounts 8 479 479 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ストリップのデータ量 215a63cf1c8679470d2d5b2971a9c48fdd9387fc MediaWiki:Exif-stripoffsets 8 480 480 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 画像データの場所 4a5ee513ab9b7837dd63aab5604739737f73a2fe MediaWiki:Exif-subjectarea 8 481 481 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 主要被写体の位置 bb5419dc9a34bed907a4e38ef01d9f5c8c58ccb5 MediaWiki:Exif-subjectdistance 8 482 482 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 被写体距離 8c89c742c462296a807f6d675b57780c2e8caca8 MediaWiki:Exif-subjectdistance-value 8 483 483 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1 メートル 1094c8154aee08ff15380d0ecaf151a6716d2a40 MediaWiki:Exif-subjectdistancerange 8 484 484 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 被写体距離の範囲 b9cf65b210ced48f1836d285c31ad053ca1f1097 MediaWiki:Exif-subjectdistancerange-0 8 485 485 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 不明 75e9dd8f7631851abc9a581082b573daf0509b2e MediaWiki:Exif-subjectdistancerange-1 8 486 486 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki マクロ cb4ab324bd2c6c37bfbd61f0107e8e846b519143 MediaWiki:Exif-subjectdistancerange-2 8 487 487 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 近景 5f4ed8b8925c53603cb3b56abd703fcbc19e6ef1 MediaWiki:Exif-subjectdistancerange-3 8 488 488 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 遠景 db1b827999cd37b4f7f2e4482efaca7c85e01b01 MediaWiki:Exif-subjectlocation 8 489 489 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 被写体の場所 759a98f4b0e4e8899816c03221951afe32d5c3ca MediaWiki:Exif-subsectime 8 490 490 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイル変更日時 (秒未満) 15836409ffd957eee5ab8459b10f70a172888983 MediaWiki:Exif-subsectimedigitized 8 491 491 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki デジタルデータ作成日時 (秒未満) 6b57ce0c1bd17b5f4f1929b209f49b3cdbded058 MediaWiki:Exif-subsectimeoriginal 8 492 492 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 画像データ生成日時 (秒未満) 46c1d88bad70d1b3bff0ebab462ec2f1cd60174c MediaWiki:Exif-transferfunction 8 493 493 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 再生階調カーブ特性 0db184b8743a664d3237fd1076cfae110e6e6437 MediaWiki:Exif-usercomment 8 494 494 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ユーザーコメント 6f64f40944103a3cdac345fbfeedbf13ca816d24 MediaWiki:Exif-whitebalance 8 495 495 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ホワイトバランス bfee7677f39c2df68bd61a19119939f78fcf6e03 MediaWiki:Exif-whitebalance-0 8 496 496 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 自動 9a0688084617b1a522fb3a686debd4b4245cae67 MediaWiki:Exif-whitebalance-1 8 497 497 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki マニュアル c21bd718afed5f0d1adee9349fd0b4ffe9b5c9cb MediaWiki:Exif-whitepoint 8 498 498 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 参照白色点の色度座標値 84a15615b7aa232b785b84e5fb3ca29251cde0b2 MediaWiki:Exif-xresolution 8 499 499 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 水平解像度 cbdc4e9adf8ba36f3cfd837b9b30aebea33fbdef MediaWiki:Exif-xyresolution-c 8 500 500 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1 dpc 8e6465270ddeb04645f2ae24a4e4125b5009a966 MediaWiki:Exif-xyresolution-i 8 501 501 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1 dpi cb29c25cfc99ace13e1929d91b48f27665ba7a8c MediaWiki:Exif-ycbcrcoefficients 8 502 502 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 色変換マトリックス係数 6ef1fe69642b5967904ba680e43843116a501e72 MediaWiki:Exif-ycbcrpositioning 8 503 503 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki YCCの画素構成(YとCの位置) 34869f1437a84e1cdab6783457d06e1d71ebabb3 MediaWiki:Exif-ycbcrsubsampling 8 504 504 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki YCCの画素構成(Cの間引き率) cfdd2f532c437c7e6dd63db92f1d386c522351ef MediaWiki:Exif-yresolution 8 505 505 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 垂直解像度 ec1a3a03bf168f2d47840d5d785fa176c97c288c MediaWiki:Expiringblock 8 506 506 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1 に解除 2d1150f0d57bfc311759b80975cd2017095b676f MediaWiki:Explainconflict 8 507 507 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki あなたがこのページを編集し始めた後に、他の誰かがこのページを変更しました。上側のテキストエリアは現在の最新の状態です。あなたの編集していた文章は下側のテキストエリアに示されています。編集していた文章を、上側のテキストエリアの文章に組み込んでください。<strong>上側のテキストエリアの内容だけ</strong>が、「{{int:Savearticle}}」をクリックした時に実際に保存されます。 b070f182ce3c80bf786b1ef281d9736273c760b6 MediaWiki:Export 8 508 508 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ページデータの書き出し d659913077b786a93dc5d99fa07d30a098cf474e MediaWiki:Export-submit 8 509 509 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 書き出し cc888933c276f82a822f24b3e9340dd640b71912 MediaWiki:Exportcuronly 8 510 510 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki すべての履歴を含ませずに、最新版のみを書き出す 4718bfae3daad182fa8774357f2eedd20d821cf4 MediaWiki:Exportnohistory 8 511 511 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki '''お知らせ:''' パフォーマンス上の理由により、このフォームによるページの完全な履歴の書き出しは行えません。 f3c17a52d134d27717d5f66214bf5d60324b103a MediaWiki:Exporttext 8 512 512 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ここでは単独のまたは複数のページのテキストと編集履歴をXMLの形で書き出すことができます。書き出されたXML文書は他のMediaWikiで動いているウィキに取り込んだり、変換したり、個人的な楽しみに使ったりできます。 ページデータを書き出すには下のテキストボックスに書き出したいページのタイトルを一行に一ページずつ記入してください。また編集履歴とともに全ての古い版を含んで書き出すのか、最新版のみを書き出すのか選択してください。 後者のケースではリンクの形で使うこともできます。例: [[メインページ]]の最新版を取得するには[[Special:Export/メインページ]]を使用します。 6a792940aef78789be152962bedd7c0455affc72 MediaWiki:Externaldberror 8 513 513 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 外部の認証データベースでエラーが発生たか、または外部アカウント情報の更新が許可されていません。 19b3486540c036315cab16d3c12a2a1fc71c660b MediaWiki:Extlink sample 8 514 514 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki http://www.example.com リンクのタイトル 6fd9cb53c361dca59aba2ac6318609f5285fdfae MediaWiki:Extlink tip 8 515 515 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 外部リンク(http:// を忘れずにつけてください) 92bb0b7311d224e2306b0104ed985a27d0d127dd MediaWiki:Faq 8 516 516 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki FAQ 03688ba6aa340b87549088aa5739944cb6b1dc73 MediaWiki:Faqpage 8 517 517 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Project:FAQ 9905a339824c22fe6c03d953020a5dd160b62f68 MediaWiki:Feb 8 518 518 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 2月 1d7c71db336c22d88ebc8be268f9dd159fd1caa6 MediaWiki:February 8 519 519 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 2月 1d7c71db336c22d88ebc8be268f9dd159fd1caa6 MediaWiki:Feed-invalid 8 520 520 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki フィード形式の指定が間違っています。 dd0830785a3beb73e390b1c32637103c1d3c91c1 MediaWiki:Feedlinks 8 521 521 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Feed: d04a7fa1730c6ccec4e855456ad28659d1e0db5c MediaWiki:Filecopyerror 8 522 522 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイル "$1" から "$2" へのコピーに失敗しました。 7ba1875ceec82312ca66c1b5212e12b568736c63 MediaWiki:Filedeleteerror 8 523 523 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイル "$1" の削除に失敗しました。 3a355b19994ca75bdd02b9f0673edeab7e05590a MediaWiki:Filedesc 8 524 524 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイルの概要 fda8c646fb14d95f877498ed963a14f090c05060 MediaWiki:Fileexists 8 525 525 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki この名前のファイルは既に存在しています。$1と置き換えるかどうかお確かめください。 7a97f04030b967c7ae0817e381e86cf82167aa86 MediaWiki:Fileexists-forbidden 8 526 526 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki この名前のファイルは既に存在しています。前のページに戻り、別のファイル名でアップロードし直してください。 [[Image:$1|thumb|center|$1]] 515faada9a9e2d53ca0cbd0d52bd6cefe76a31d1 MediaWiki:Fileexists-shared-forbidden 8 527 527 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki この名前のファイルは共有リポジトリに既に存在しています。前のページに戻り、別のファイル名でアップロードし直してください。 [[Image:$1|thumb|center|$1]] 366484817226247fcde46ab8b087724cbb5e76a2 MediaWiki:Fileinfo 8 528 528 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $1KB, MIMEタイプ: <code>$2</code> 25df5d8655f5f398f0d29ebfae49f9a252fa5f9a MediaWiki:Filemissing 8 529 529 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki <i>ファイルがありません</i> df67890afe62c2cf60eb7eb9d2b536cda44afab0 MediaWiki:Filename 8 530 530 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイル名 cabf58b242bdc8f598ee8d1a25a9afbe55613246 MediaWiki:Filenotfound 8 531 531 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイル "$1" が見つかりません。 453354752fabb5ae12c484ce2425eedf82e055fa MediaWiki:Filerenameerror 8 532 532 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイル名を "$1" から "$2" へ変更できませんでした。 fddbe5547e713c55375e70fcb8ba6b0a708f5b58 MediaWiki:Files 8 533 533 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 画像等 1696474c4fc3c8422130adea3f5b68b0b233ca82 MediaWiki:Filesource 8 534 534 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイルの出典 7ce069cde0b3eec4b0a5c00ab07a8a9e7a4ac6fc MediaWiki:Filestatus 8 535 535 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 著作権情報 e40913e2f16c77fcd0849de81016aa8dd8ee16f3 MediaWiki:Fileuploaded 8 536 536 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイル "$1" は無事にアップロードされました。 画像詳細ページ $2 に行き、ファイルについての情報―出典、製作者や時期、その他知っている情報を書き込んでください。 この画像をページに貼り付ける際にはページ内に <tt>&#91;&#91;{{ns:image}}:$1|thumb|画像の説明]]</tt> を挿入してください。 8c1bd9ef60143f6c8a77f40a0d5825c65fc10d72 MediaWiki:Fileuploadsummary 8 537 537 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ファイルの概要: 30692f8c31e25a537e3a63127591298acfd2f511 MediaWiki:Filewasdeleted 8 538 538 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki アップロードしようとしているファイル名のファイルが以前削除されています。再びアップロードする前に $1 を確認してください。 1dea09d2f17430b460d96fa601a53aa0802e1a5e MediaWiki:Formerror 8 539 539 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki エラー: フォームの送信に失敗しました。 d63bb87eaf07aa2621ea711e7c1c346226f126a3 MediaWiki:Friday 8 540 540 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 金曜日 8d75edae77c9230fdc247f0aeb81495c6a21228d MediaWiki:Getimagelist 8 541 541 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 画像リストを取得 921292fcc713e7d7ab6efd4efc0769a48e8b314f MediaWiki:Go 8 542 542 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 表示 a46924362170899f2cf4bc50ba4988e781c5a643 MediaWiki:Googlesearch 8 543 543 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki <form method="get" action="http://www.google.com/search" id="googlesearch"> <input type="hidden" name="domains" value="{{SERVER}}" /> <input type="hidden" name="num" value="50" /> <input type="hidden" name="ie" value="$2" /> <input type="hidden" name="oe" value="$2" /> <input type="text" name="q" size="31" maxlength="255" value="$1" /> <input type="submit" name="btnG" value="$3" /> <div> <input type="radio" name="sitesearch" id="gwiki" value="{{SERVER}}" checked="checked" /><label for="gwiki">{{SITENAME}}</label> <input type="radio" name="sitesearch" id="gWWW" value="" /><label for="gWWW">WWW</label> </div> </form> 70deff639ce4fc470a5c9c6df7f6b71ebef5183a MediaWiki:Gotaccount 8 544 544 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki すでにアカウントをお持ちの場合: $1 cca7aee86047d9bee90f9e3fc9251a62102a5d0d MediaWiki:Gotaccountlink 8 545 545 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ログイン 417181d1aebb2ac3210d3c85737797e7f67f3aea MediaWiki:Group 8 546 546 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki グループ: fbdec3edf54bf92d5a641088d20fdadf84c1fc4b MediaWiki:Group-all 8 547 547 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki (すべて) aa0f6c2dbf608d37f82a78fe4f01a944d6248175 MediaWiki:Group-bot 8 548 548 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ボット 8fe1b66717c79aaa8767cd8621e634827d470fc7 MediaWiki:Group-bot-member 8 549 549 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{int:group-bot}} f38f9cf719746fe0c1061e60b9e5addf6a9c8cc8 MediaWiki:Group-bureaucrat 8 550 550 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ビューロクラット 3442259b69d6af59852c4724a46c75e420b66790 MediaWiki:Group-bureaucrat-member 8 551 551 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{int:group-bureaucrat}} 411d2038489fd9ee77002e39b9bf316ef80169d5 MediaWiki:Group-steward 8 552 552 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki スチュワード a0e6c9ebf36c3afdf53de70ebce8fd69df6d8d9b MediaWiki:Group-steward-member 8 553 553 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{int:group-steward}} 6aaef6cb1819f4891470ba29d92408ec2a7c2209 MediaWiki:Group-sysop 8 554 554 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 管理者 9b4f1343758144855248786f173a461767fa5c7e MediaWiki:Group-sysop-member 8 555 555 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki {{int:group-sysop}} a71a6b9a8972db9fcd1430284a7b854fd849d86a MediaWiki:Grouppage-bot 8 556 556 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Project:{{int:group-bot}} d41dd9c810577e23ed2eb4ca38d3aec0a2450385 MediaWiki:Grouppage-bureaucrat 8 557 557 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Project:{{int:group-bureaucrat}} f4983fd335a36a254dbf0db3000032577a14ce5e MediaWiki:Grouppage-sysop 8 558 558 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Project:{{int:group-sysop}} a69706999abbb24733eac7c4eb263c77662ecce1 MediaWiki:Groups 8 559 559 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ユーザーグループ 80d279bbdeb01bd71a1086fd901b9e03957c0844 MediaWiki:Guesstimezone 8 560 560 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 自動設定 dd0459b139e96aec83282e04bdd2841823949316 MediaWiki:Headline sample 8 561 561 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 見出し f6f99b4fccd50b15f111035f12eda3472a3adceb MediaWiki:Headline tip 8 562 562 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 標準の見出し a4e2e37fc79f5b261d063fbe601b4c4b9a3f7ec0 MediaWiki:Help 8 563 563 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki ヘルプ d3920ccb783e2e7c4745ebacb91448bf10696306 MediaWiki:Helppage 8 564 564 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki Help:目次 0fe367478ad24ac8e7e6ee39e66f9a037d941fb4 MediaWiki:Hide 8 565 565 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 隠す 103f7dfd4c463f51ecc168fa5b18b0bc30ad7f59 MediaWiki:Hideresults 8 566 566 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 結果を隠す 65eab770c5883d51af406f3bf80fe1c818cec383 MediaWiki:Hidetoc 8 567 567 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 非表示 dc9c6d6082c3dfdbd03d3e5a8f583d5b4a0638d0 MediaWiki:Hist 8 568 568 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 履歴 20377f37e10b5158c4140959c17fa0973eb510c2 MediaWiki:Histfirst 8 569 569 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 最古 7a02b4c557ff3704f9058a71602a99af1000fe4b MediaWiki:Histlast 8 570 570 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 最新 7e805a1230c037b6773d550d0d60b8250a7d23c2 MediaWiki:Histlegend 8 571 571 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 凡例:(最新版)= 最新版との比較、(前の版)= 直前の版との比較、<strong>{{int:minoreditletter}}</strong> = 細部の編集 7922ed503897591737abc68f745302bf9f6c5dcb MediaWiki:History 8 572 572 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 履歴 20377f37e10b5158c4140959c17fa0973eb510c2 MediaWiki:History-feed-description 8 573 573 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki このウィキのこのページに関する変更履歴 43a1929bfed59e4e3bd3d875d5ce062f4a86086a MediaWiki:History-feed-empty 8 574 574 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 要求したページは存在しません。既に削除されたか移動された可能性があります。 [[Special:Search|このウィキの検索]]で関連する新しいページを探してみてください。 de56cb84a4109473e3b78426a840d6a990656b0f MediaWiki:History-feed-item-nocomment 8 575 575 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki $2 における $1 による編集 be48b7a10eb56158bef840e2f5ea96d6ef285c9b MediaWiki:History-feed-title 8 576 576 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 変更履歴 9aab5d3037ec70510f7c87666b6f125843f1c76a MediaWiki:History copyright 8 577 577 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki - 3bc15c8aae3e4124dd409035f32ea2fd6835efc9 MediaWiki:History short 8 578 578 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 履歴 20377f37e10b5158c4140959c17fa0973eb510c2 MediaWiki:Historywarning 8 579 579 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 警告: 削除しようとしているページには履歴があります: e98bdad29ce2618e2d92894ae1089579d717cff0 MediaWiki:Hr tip 8 580 580 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 水平線(利用は控えめに) 1800761d74b2fab35bd3f1e7136d33b4392b4e41 MediaWiki:Ignorewarning 8 581 581 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 警告を無視し、保存してしまう 1fb958de727481f24e83f6fc9d108a4d5d64fd98 MediaWiki:Ignorewarnings 8 582 582 2006-11-13T00:35:53Z MediaWiki default 0 wikitext text/x-wiki 警告を無視 44efb1f5fb6977758fc10ba6e91ab07b2822ba90 MediaWiki:Illegalfilename 8 583 583 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイル名 "$1" にページ・タイトルとして使えない文字が含まれています。ファイル名を変更してからもう一度アップロードしてください。 6e0cef5222daf9309bf9c4ec0bc819e794784147 MediaWiki:Ilsubmit 8 584 584 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 検索 33d3427e6e8b2e9eaa031f042cc1019693a4f0db MediaWiki:Image sample 8 585 585 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Example.jpg 6b05410dccc1aca656850f122dce578470068867 MediaWiki:Image tip 8 586 586 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 埋め込み画像([[{{ns:image}}:~]]に直してください) e559252476bf93209ddc5eadc341fb22fb2d4a70 MediaWiki:Imagelinks 8 587 587 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki リンク 8fe750a53916753aeb7d014dbb083de32bf292b4 MediaWiki:Imagelist 8 588 588 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 画像リスト 4d97f23185586bc7cbadeacbc28f2a6c2d0b237e MediaWiki:Imagelistall 8 589 589 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki すべて c15ccc4dc7402834fbb2a008be5ab901ff3114ed MediaWiki:Imagelistforuser 8 590 590 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 によってアップロードされた画像のみ表示しています。 464ace994a3005e634c3175c22cf348f4d5a4106 MediaWiki:Imagelisttext 8 591 591 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 枚の画像を $2 に表示しています c0ae31b5ac8bb4ceb5d0072db14f2d55137fc2da MediaWiki:Imagemaxsize 8 592 592 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 画像ページで表示する画像の最大サイズ: 470052b0130d1e73fa3ca28e5cded44065870970 MediaWiki:Imagepage 8 593 593 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 画像のページを表示 fa261b734eb6500e5a326f88bc4ac5afede48f5f MediaWiki:Imagereverted 8 594 594 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以前のバージョンへの差し戻しに成功しました。 a96ca4494dad94727850fa2a6b7af4cad4f2f6ca MediaWiki:Imgdelete 8 595 595 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 削除 5cbdf1fd708232abb78ea2f8bc3cbfd907573b43 MediaWiki:Imgdesc 8 596 596 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 詳細 12d470debc6cc12a4768dd9af273326cd440c4b0 MediaWiki:Imghistlegend 8 597 597 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 凡例:(最新)= 最新版の画像、(削除)= この版の画像を削除、(差戻)= この版の画像に差し戻す<br /> <b>アップロードされた画像を見るには日付をクリックします。</b> fc93c7a276eabeb758e3d18bf6641d1adb63844f MediaWiki:Imghistory 8 598 598 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 画像の履歴 2398eb6032d923d5aa919a67b182d7c7c724eeb6 MediaWiki:Imglegend 8 599 599 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 凡例: (詳細)= 画像の詳細を表示/編集 5f81d478dbafec2ccbc4149a7ebba42323edf69a MediaWiki:Immobile namespace 8 600 600 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動先のページ名は特別なページです。その名前空間にページを移動することはできません。 ffb30779f487c4907d1775b54de2baefffb4d0bc MediaWiki:Import 8 601 601 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページデータの取り込み 1c4140e06620fdda3bdbf85a85522f26e1f3ceb8 MediaWiki:Import-interwiki-history 8 602 602 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このページの全ての版を複製する d73cab59bebbdf314c197b26f1f13371ccb5b73f MediaWiki:Import-interwiki-namespace 8 603 603 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Transfer pages into namespace: 2e3127d64bebd8886a9a82668058a010a46971ed MediaWiki:Import-interwiki-submit 8 604 604 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 取り込み 7cfc1877c5ecd5f7c451bbb8b3526f448064b38e MediaWiki:Import-interwiki-text 8 605 605 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki インポートするウィキとページ名を選択してください。変更履歴の日付と編集者が保存されます。すべてのtranswikiは[[Special:Log/import|インポート記録]]に記録されます。 6429566f7ba41eb00d5e1fbaf2a1d30178ba5960 MediaWiki:Import-logentry-interwiki 8 606 606 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 をtranswikiしました 7e81c915344a7d3f41cdcb9742c571e9d5f96864 MediaWiki:Import-logentry-interwiki-detail 8 607 607 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $2 の $1 版 441308ce12344e8ca0b5c18d24ab43714712adf2 MediaWiki:Import-logentry-upload 8 608 608 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイルのアップロードにより $1 をインポートしました 3d820f345b8fc233f9216c7e2aad3ce29d8d895e MediaWiki:Import-logentry-upload-detail 8 609 609 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 版 b1c6f61f77733a7dfd2a371cde245263d88489b5 MediaWiki:Import-revision-count 8 610 610 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 版 b1c6f61f77733a7dfd2a371cde245263d88489b5 MediaWiki:Importbadinterwiki 8 611 611 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki interwiki リンクが正しくありません 96b53b7ccc1468b03eff87478c724432e03af936 MediaWiki:Importcantopen 8 612 612 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki インポートするファイルを開けません 6d9f537ce0ecf1d120013cf30b1e1621570cd3dd MediaWiki:Importfailed 8 613 613 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 取り込みに失敗しました: $1 8286063c08056c7b3575a36bc1e9c0b20095d98a MediaWiki:Importhistoryconflict 8 614 614 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 取り込み時にいくつかの版が競合しました(以前に同じページを取り込んでいませんか)。 972e0472a58f48564b0fd6a3b41591a4cac638a8 MediaWiki:Importing 8 615 615 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 をインポート中 fb07e19c3d9779c44e5f576fa4805200ab003cb2 MediaWiki:Importinterwiki 8 616 616 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Transwikiインポート 91b9c46e69f89f6d158cf16bf9281dddd073ae99 MediaWiki:Importlogpage 8 617 617 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki インポート記録 d950749fa4824673618c886cdcc6bd087701b940 MediaWiki:Importlogpagetext 8 618 618 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Administrative imports of pages with edit history from other wikis. c3ed0376739ccdbf786df4808f21908b0a78557c MediaWiki:Importnofile 8 619 619 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイルがアップロードされませんでした 2951dbf6fc3f7547e080bc337fda889b7c283d6f MediaWiki:Importnopages 8 620 620 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki インポートするページがありません cd74451a6d43847fc80313a8d1001dcbc68b6cb2 MediaWiki:Importnosources 8 621 621 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Transwikiの読み込み元が定義されていないため、履歴の直接アップロードは無効になっています。 240581c2276d0b8b2423d584ffeede021731255c MediaWiki:Importnotext 8 622 622 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 内容が空か、テキストがありません。 aad4eec73aca836192379473f734a6a0379221ef MediaWiki:Importstart 8 623 623 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページを取り込んでいます... 9f34efa302a6c9ec8912b62c5677df8e06ec2eef MediaWiki:Importsuccess 8 624 624 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 取り込みに成功しました。 281dda832b066fcfb52b729bbb4c6b70791322c7 MediaWiki:Importtext 8 625 625 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 元となるウィキから {{ns:special}}:Export を使ってXMLファイルを書き出し、ここでアップロードしてください。 facbb639893a8826c03c83cba8f3e68e5abc43a5 MediaWiki:Importunknownsource 8 626 626 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki インポートするソースのファイルタイプが不明です 06cdb94251d156420c1cf6412cdb2b2af5a6d4e0 MediaWiki:Importuploaderror 8 627 627 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイルの取り込みに失敗しました。恐らく、許可されている最大ファイルサイズより大きなファイルをアップロードしようとしています。 31173317394f119e81ef064f135402f45b90caaf MediaWiki:Infiniteblock 8 628 628 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 無期限 98836adde6e144363d9e088680a0b887ee8e0d5e MediaWiki:Info short 8 629 629 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページ情報 86f0460e83a635792e6965bfd56591ea1fe47bb0 MediaWiki:Infosubtitle 8 630 630 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページ情報 86f0460e83a635792e6965bfd56591ea1fe47bb0 MediaWiki:Internalerror 8 631 631 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 内部処理エラー ae92a9437abb7ef78bf6cef08b7dfd81494c36d1 MediaWiki:Intl 8 632 632 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 言語間リンク 34cc8d9d6abf2ebe1306229aeb450ce9466bf3b4 MediaWiki:Invalidemailaddress 8 633 633 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 入力されたメールアドレスが正しい形式に従っていないため、受け付けられません。正しい形式で入力し直すか、メールアドレス欄を空にしてください。 631181ca664d176ecbf86a99d9de294d1081f75e MediaWiki:Invert 8 634 634 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 選択した名前空間を隠す 1c08259a84ea0cf04b8f2a131c24d060bbaf3a8e MediaWiki:Ip range invalid 8 635 635 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 不正なIPアドレス範囲です。 fc0e4b15070c9eae15e5f001e50c3235fe048fef MediaWiki:Ipaddress 8 636 636 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki IPアドレス b2197f34b8dde58fb1214d52f247e55f0ce26963 MediaWiki:Ipadressorusername 8 637 637 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者名 / IPアドレス cad34a9bfd0dae8517d69b41946871177084568e MediaWiki:Ipb expiry invalid 8 638 638 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 不正な期間です。 f5e0a1d2a63925edada264d8a65aa557739b0c05 MediaWiki:Ipbexpiry 8 639 639 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 期間 c4fde16f7ad6e2036e12988159b25f1e311e6466 MediaWiki:Ipblocklist 8 640 640 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 投稿ブロック中の利用者やIPアドレス 06cdba83b7e14e4b85d7cc4bbddada6825393f9b MediaWiki:Ipblocklistempty 8 641 641 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{int:ipblocklist}}はありません。 f2c20dd0e8c614287d97753c7875b262c1b63560 MediaWiki:Ipboptions 8 642 642 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 15分:15 minutes,30分:30 minutes,2時間:2 hours,1日:1 day,3日:3 days,1週間:1 week,2週間:2 weeks,1ヶ月:1 month,3ヶ月:3 months,6ヶ月:6 months,1年:1 year,無期限:infinite 97f75d544752f3d79e2696d09d7abbcb00ee2172 MediaWiki:Ipbother 8 643 643 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 期間 (その他のとき) bc91f5ba9c3c5fd488171189e4e03c4e368248e9 MediaWiki:Ipbotheroption 8 644 644 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki その他 7c2281ce7193ecc75e3a27ab3260190556f717d4 MediaWiki:Ipbreason 8 645 645 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 理由 a207006f195175f4eda56fb4b4efcdd5654341f1 MediaWiki:Ipbsubmit 8 646 646 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 投稿ブロックする e81defd0ecb3a02395c7254de1f4a28e15fe7dc6 MediaWiki:Ipusubmit 8 647 647 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 投稿ブロックを解除する 4298c12c37ed0273e6f7d9e72f4df257da87ac5e MediaWiki:Isbn 8 648 648 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ISBN 804525c8009e09a9b3f128e566dab3e3b40f20f8 MediaWiki:Isredirect 8 649 649 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki リダイレクトページ 8b3271765e198aeea029406a690afe9ba94a9b45 MediaWiki:Istemplate 8 650 650 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki テンプレート呼出 14dd798ef483748597ba36f639a12422f4d6489b MediaWiki:Italic sample 8 651 651 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 弱い強調(斜体) 9589d92bf2083d3e480a65254dc414ffc33b358d MediaWiki:Italic tip 8 652 652 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 弱い強調(斜体) 9589d92bf2083d3e480a65254dc414ffc33b358d MediaWiki:Iteminvalidname 8 653 653 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" をウォッチリストから削除できません。ページ名が不正です。 bf5437edf58b3177da0a4a15dce8674b9dbd9102 MediaWiki:Jan 8 654 654 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 1月 a69aa395c0b221e0a4d18ed92b772168e4403c3b MediaWiki:January 8 655 655 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 1月 a69aa395c0b221e0a4d18ed92b772168e4403c3b MediaWiki:Jul 8 656 656 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 7月 260ac923fb4893318c9fc0b65562f8cdd19fee4f MediaWiki:July 8 657 657 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 7月 260ac923fb4893318c9fc0b65562f8cdd19fee4f MediaWiki:Jumpto 8 658 658 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動: 2d4a5f0b5a712c3e41662b1bed9a91780bbb4d54 MediaWiki:Jumptonavigation 8 659 659 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ナビゲーション 8995e07fa2c4b75d42a50675a8ea9e18c49cc34a MediaWiki:Jumptosearch 8 660 660 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 検索 33d3427e6e8b2e9eaa031f042cc1019693a4f0db MediaWiki:Jun 8 661 661 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 6月 b156e1c1d589003265e81557b863ba01517876c8 MediaWiki:June 8 662 662 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 6月 b156e1c1d589003265e81557b863ba01517876c8 MediaWiki:Laggedslavemode 8 663 663 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 警告: ページに最新の編集が反映されていない可能性があります。反映されるまでしばらくお待ちください。 172e94e23221609945920d99ad79b9bbe97d577c MediaWiki:Largefile 8 664 664 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイルサイズは $1 バイト以下に抑えることが推奨されています。このファイルは $2 バイトです。 16c61b6f310227871d2527336b2ea9bc426092e3 MediaWiki:Largefileserver 8 665 665 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイルが大きすぎます。サーバー設定で許されている最大値を超過しました。 a3169962824fa8d3f204835ae4809b524bcce0db MediaWiki:Last 8 666 666 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 前の版 8b61df3da12bca848601c8c9a69142c716ad351b MediaWiki:Lastmodified 8 667 667 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最終更新 $1。 ed5b67a4134b305fb62d55474654b47dfebded28 MediaWiki:Lastmodifiedby 8 668 668 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最終更新は $2 による $1 の編集です。 ffac74279646ca2d22346e2cfd5e049c645ed18a MediaWiki:License 8 669 669 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ライセンス 75f66535a68c6d6633c75b6d3e147bbfa335a9e4 MediaWiki:Licenses 8 670 670 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki - 3bc15c8aae3e4124dd409035f32ea2fd6835efc9 MediaWiki:Lineno 8 671 671 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 行 ae339a138e323a155c6498ec3aa1678ba7e2493b MediaWiki:Link sample 8 672 672 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 項目名 98f26bb2518f571e9f091d532983941d89978b46 MediaWiki:Link tip 8 673 673 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 内部リンク 570c751097f521429b2a2cf5948714a8187d4a07 MediaWiki:Linklistsub 8 674 674 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki リンクの一覧 d5923f3fc4cf2cadd2dbafde58ff0d2956b9a3a0 MediaWiki:Linkprefix 8 675 675 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki /^(.*?)([a-zA-Z\x80-\xff]+)$/sD 66faef7b34039939ab141bbded0d0cee3890a021 MediaWiki:Linkshere 8 676 676 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 指定したページは以下のページからリンクされています df359fa862ac8909de2fb7019d667e64a70528fe MediaWiki:Linkstoimage 8 677 677 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki この画像にリンクしているページの一覧: ceb340e9239d890d2efc7589791475d34360b551 MediaWiki:Linktrail 8 678 678 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki /^([a-z]+)(.*)$/sD 94d90079697181565aaa2637f5d0deef7afd7bae MediaWiki:Listingcontinuesabbrev 8 679 679 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki の続き adcaa32c8ea5d910668176bee2a27df14eed85bb MediaWiki:Listredirects 8 680 680 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki リダイレクトの一覧 d5735492430309b60e7391062c4698f5ab61140e MediaWiki:Listusers 8 681 681 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 登録利用者の一覧 33638be423b44bc6546f61a22304336130870616 MediaWiki:Loadhist 8 682 682 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 変更履歴の読み込み中 8f1e9ec1b4eb3019d9e4610ac474e598c7b41bd8 MediaWiki:Loadingrev 8 683 683 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 差分をとるために古い版を読み込んでいます 444f7ffa32d2422356403018e8dbf00e50287567 MediaWiki:Localtime 8 684 684 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki あなたの現在時刻 ef5358ca912e1b268b0a2aca99422c1b86ae240b MediaWiki:Lockbtn 8 685 685 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ロック 609429c5872dfa29e4b2a78f5a23450d82fd96bd MediaWiki:Lockconfirm 8 686 686 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 本当にデータベースをロックする 9722eae9fdeb9454646423eeab4a950a03415ad2 MediaWiki:Lockdb 8 687 687 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベースのロック 1cd32794b4567221c4547dd4c354b54ac31e5c1e MediaWiki:Lockdbsuccesssub 8 688 688 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベースはロックされました。 d2fa1fffeb1a9d8d7217838b63df977ec745af4e MediaWiki:Lockdbsuccesstext 8 689 689 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベースをロックしました。メンテナンスが終了したら忘れずにロックを解除してください。 3b5318e9617bbc7975ee91cf715f370f960dc986 MediaWiki:Lockdbtext 8 690 690 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベースをロックすると全ての利用者はページを編集できなくなり、オプションを変更できなくなり、ウォッチリストを編集できなくなるなど、データベースに書き込む全ての作業ができなくなります。本当にデータベースをロックして良いかどうか確認してください。メンテナンスが終了したらロックを解除してください。 39b7e288f2848aae3d1b15a3beb30c9273aeb8c6 MediaWiki:Locknoconfirm 8 691 691 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki チェックボックスにチェックされていません。 3d8cccafbff067de0995425ae83c0ba178117ab8 MediaWiki:Log 8 692 692 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログ 0b8d576ab9e26b87a7790872b7dea4034368e19d MediaWiki:Logempty 8 693 693 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 条件にマッチする記録はありません。 93718e2fbdeb95f1cf1c8f9dead1273425e006f1 MediaWiki:Login 8 694 694 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログイン 417181d1aebb2ac3210d3c85737797e7f67f3aea MediaWiki:Loginend 8 695 695 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 MediaWiki:Loginerror 8 696 696 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログイン失敗 fa7e2d683b1e46ac57a18f903c6c9efc42c59db4 MediaWiki:Loginlanguagelabel 8 697 697 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 言語: $1 026ab094d680f9810d6c9d382289050b1916b86b MediaWiki:Loginlanguagelinks 8 698 698 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki * Deutsch|de * English|en * Esperanto|eo * Français|fr * Español|es * Italiano|it * Nederlands|nl 3fd8483ae33c64953f21f59ef65f6b699d3d4d32 MediaWiki:Loginpagetitle 8 699 699 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログイン 417181d1aebb2ac3210d3c85737797e7f67f3aea MediaWiki:Loginproblem 8 700 700 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <b>ログインでエラーが発生しました。</b><br />再度実行してください。 2b02d689ca846544810e5738c48501dc83f691db MediaWiki:Loginprompt 8 701 701 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}にログインするにはクッキーを有効にする必要があります。 ef95a5989e794ddb4eebdd4e2accfdeba7ff30a3 MediaWiki:Loginreqlink 8 702 702 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログイン 417181d1aebb2ac3210d3c85737797e7f67f3aea MediaWiki:Loginreqpagetext 8 703 703 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 他のページを閲覧するには$1する必要があります。 d15864dcef9471157e2a7f50f23d028ded1d9b8c MediaWiki:Loginreqtitle 8 704 704 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログインが必要 aa0b61af302793cf4dbee1d9b87c0001ad557fda MediaWiki:Loginsuccess 8 705 705 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki '''{{SITENAME}} に "$1" としてログインしました。''' 1134f8b3bf1ef3b87b1db2ad47a3789650857eca MediaWiki:Loginsuccesstitle 8 706 706 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログイン成功 89f5e03e5712062e3230c8d30bfaba18460c2a77 MediaWiki:Logout 8 707 707 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログアウト 33dedd9357add1092237ed6a5fd95b04ae8cff37 MediaWiki:Logouttext 8 708 708 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <p><strong>ログアウトしました。</strong>このまま{{SITENAME}}を匿名で使い続けることができます。もう一度ログインして元の、あるいは別の利用者として使うこともできます。</p> <p>※いくつかのページはブラウザのキャッシュをクリアするまでログインしているかのように表示されることがあります。</p> 5162e75da3bef80ce8a72415a5d2ab7810651143 MediaWiki:Logouttitle 8 709 709 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログアウト 33dedd9357add1092237ed6a5fd95b04ae8cff37 MediaWiki:Lonelypages 8 710 710 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 孤立しているページ 9a11d40c653d58b6d0f86c58f7beae13b0abd9f8 MediaWiki:Longpageerror 8 711 711 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <strong>エラー: あなたが投稿したテキストは $1 キロバイトの長さがあります。これは投稿できる最大の長さである $2 キロバイトを超えています。この編集を保存することはできません。</strong> 5c06a4b30c7410eea121d504e9bdaa63855dd9b3 MediaWiki:Longpages 8 712 712 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 長いページ 2f40cd3f029660fec50e194271aa4d9e3b9f4187 MediaWiki:Longpagewarning 8 713 713 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki '''警告:''' このページのサイズは $1 キロバイトです。一部の古いブラウザでは 32 キロバイト以上のページを編集すると問題が起きるものがあります。ページを節に分けることを検討してください。 8d3e51a9ddb5edab796aace9b9754c247cbd7547 MediaWiki:Mailerror 8 714 714 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki メールの送信中にエラーが発生しました: $1 a07b41538106f05c788e747b1200c06d52eb4278 MediaWiki:Mailmypassword 8 715 715 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新しいパスワードをメールで送る 390459aba7d0f6e5f8d9a9951de2fa6769033520 MediaWiki:Mailnologin 8 716 716 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 送信先のアドレスがありません。 7d861136df751378c2d25a8d759633d6e84fc826 MediaWiki:Mailnologintext 8 717 717 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 他の利用者宛てにメールを送信するためには、[[Special:Userlogin|ログイン]]し、あなたのメールアドレスを[[Special:Preference|オプション]]に設定する必要があります。 6c2dddf1c73ba5ae3c85aa0e9fdb61aa23fef9b1 MediaWiki:Mainpage 8 718 718 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki メインページ 0896cded7275cd72449bd1d55450c96cd9d49a0c MediaWiki:Mainpagedocfooter 8 719 719 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [http://meta.wikimedia.org/wiki/MediaWiki_localization インターフェースの変更方法]や、そのほかの使い方・設定に関しては[http://meta.wikimedia.org/wiki/Help:Contents ユーザーズガイド]を参照してください。 1028e15075b6d9ab0302531df0525e724115128e MediaWiki:Mainpagetext 8 720 720 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki MediaWikiが正常にインストールされました。 149240ff316168d9bb04eb6639afb3e9be7dbc40 MediaWiki:Makesysop 8 721 721 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者を{{int:group-sysop}}にする c13914c4b7e1bc7e3c4d9500c6a3c98065bc350c MediaWiki:Makesysopfail 8 722 722 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <b>利用者 "$1" を{{int:group-sysop}}にできませんでした。利用者名を正しく入力していたかどうか確認してください。</b> f2ab4a58b03be6a9f7258dd161bd997a54d07b6b MediaWiki:Makesysopname 8 723 723 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者名: d4922573b22e9b3245a5c57de68a3a2c2bcfdb54 MediaWiki:Makesysopok 8 724 724 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <b>利用者 "$1" を{{int:group-sysop}}にしました。</b> e961d69d9b27be365209848768ddca5ca7590eb3 MediaWiki:Makesysopsubmit 8 725 725 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki この利用者を{{int:group-sysop}}にする 2e7ab7a608e37ec6c4e52797a5d864a6c3d24c70 MediaWiki:Makesysoptext 8 726 726 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このフォームは通常の利用者を{{int:group-sysop}}にするために使用します。{{int:group-sysop}}にする利用者名を入力し、{{int:Makesysopsubmit}}ボタンを押してください。 14f011a91bbd28d3245cb5bfdd346c57e95977da MediaWiki:Makesysoptitle 8 727 727 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{int:Makesysop}} f82fd341ef7fea97359801a1ad945483c79f341f MediaWiki:Mar 8 728 728 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 3月 4487f2200b52ec445e6c90ecf177a96c3f18d1ca MediaWiki:March 8 729 729 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 3月 4487f2200b52ec445e6c90ecf177a96c3f18d1ca MediaWiki:Markaspatrolleddiff 8 730 730 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki パトロール済みにする 1949d3383309811fcc883e7240a79fe34bb328a9 MediaWiki:Markaspatrolledlink 8 731 731 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [$1] 01a53900c13b4237835bece0c751a5ca4e311291 MediaWiki:Markaspatrolledtext 8 732 732 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki この項目をパトロール済みにする 5508fcd2793100c3916388e1678c75d9d3f037ac MediaWiki:Markedaspatrolled 8 733 733 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki パトロール済みにしました。 3965addb122da0ef5f8b6d1ac6096e8e5b200325 MediaWiki:Markedaspatrollederror 8 734 734 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki パトロール済みにできません。 774b4e9d4d17004ff63af66d504f928d9f4646e2 MediaWiki:Markedaspatrollederrortext 8 735 735 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki パトロール済みにするためにはどの版かを指定する必要があります。 54812fc0219b0d9286f61a59a536b62f50df1e7f MediaWiki:Markedaspatrolledtext 8 736 736 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 選択された編集をパトロール済みにしました。 d6748a34df012620531db3f6896b4d7bb6335540 MediaWiki:Matchtotals 8 737 737 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" を検索し、 $2 の項目名及び $3 ページの本文と一致しました。 4d00ac47d51a19689bf3e441a3da9723c5864f00 MediaWiki:Math 8 738 738 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 数式 80819b3fed3e9941c387e3adf917dfc07ee2b334 MediaWiki:Math bad output 8 739 739 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki TeX出力用ディレクトリを作成または書き込みできません 223b1c1213eed57acbe12e5dce7378fcbcf348b1 MediaWiki:Math bad tmpdir 8 740 740 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki TeX一時ディレクトリを作成または書き込みできません 244fd28f79dffe35138d6aca544f04a1ab06e3c8 MediaWiki:Math failure 8 741 741 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 構文解析失敗 a254f4d7f7d9b9054e5c83fa56aa2924d4aa124a MediaWiki:Math image error 8 742 742 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki PNGへの変換に失敗しました。latex, dvips, gs, convertが正しくインストールされているか確認してください。 98f4fcb0850fcbece2cc2ed0c4e8874a5b71055b MediaWiki:Math lexing error 8 743 743 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 字句解析エラー 5ebe3706b24e1f5a9cdcd63d89854b0aaaefc5e0 MediaWiki:Math notexvc 8 744 744 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki texvcプログラムが見つかりません。math/READMEを読んで正しく設定してください。 79f10e197df0867da21c84463f55a52a422f72ab MediaWiki:Math sample 8 745 745 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki \int f(x)dx ed512e92de1fa0db748559124fcebbf8f2eb2a56 MediaWiki:Math syntax error 8 746 746 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 構文エラー 5e6f76a11959ed81f6e03b93a0cb3b22c370b362 MediaWiki:Math tip 8 747 747 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 数式 (LaTeX) 9b7a0140d2e82a9d8837c6b89d84ac5861eb4f08 MediaWiki:Math unknown error 8 748 748 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 不明なエラー 5d6cc51110b2e2fd7290176c7fa65d1a8ccd1cb3 MediaWiki:Math unknown function 8 749 749 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 不明な関数 134b510e4e86479ed06ce372af97eaf17938bc20 MediaWiki:May 8 750 750 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 5月 deede7dc46d29d41fc5ece54371a0784cd5c9041 MediaWiki:May long 8 751 751 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 5月 deede7dc46d29d41fc5ece54371a0784cd5c9041 MediaWiki:Media sample 8 752 752 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Example.mp3 d6d3b89acf917eef32ceefd2e84c3b1bb9260dcf MediaWiki:Media tip 8 753 753 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki メディアファイル(音声)へのリンク 02660c8810334d1660c64bccef7feb9da385d7a1 MediaWiki:Mediawarning 8 754 754 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki '''警告:''' このファイルは悪意のあるコードを含んでいる可能性があり、実行するとコンピューターが危害を被る場合があります。 ---- 02554cd180d401921d847d8cadd091c0449339a9 MediaWiki:Metadata 8 755 755 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki メタデータ 70d21e27ee0c39617722c08e876ba687aff5fbe9 MediaWiki:Metadata-collapse 8 756 756 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 拡張項目を隠す f9e91e31d130c67ed4b59239aff878ae34798b54 MediaWiki:Metadata-expand 8 757 757 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 拡張項目を表示 70b8dce557bccc77ebcf5aeca754c216b9476a4a MediaWiki:Metadata-fields 8 758 758 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki EXIF metadata fields listed in this message will be included on image page display when the metadata table is collapsed. Others will be hidden by default. * make * model * datetimeoriginal * exposuretime * fnumber * focallength 1b1532ad077c216ee58a99f6d46eb9476189b492 MediaWiki:Metadata-help 8 759 759 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このファイルはデジタルカメラ・スキャナなどが付加した追加情報を含んでいます。このファイルがオリジナルの状態から変更されている場合、いくつかの項目は変更を完全に反映していないかもしれません。 736eab112a0844760f0d7b1616ee7e1f24d007fa MediaWiki:Metadata help 8 760 760 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki メタデータ([[Project:メタデータ]]を参照) 1156f941e6a19a0fb865f1a97716683bdcf7dbf8 MediaWiki:Mimesearch 8 761 761 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki MIMEタイプ検索 397d95a23f5a84829475ce9fba6d40275660cd25 MediaWiki:Mimetype 8 762 762 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki MIMEタイプ: f285cc575f285610f31acf0fb28daaa99b7d96bd MediaWiki:Minlength 8 763 763 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイル名は3文字以上である必要があります。 26009cabbadf9c50cdf532d03cc9fb33359519c4 MediaWiki:Minoredit 8 764 764 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki これは細部の編集です 8f90124b58861f0678a8b61d70590fa99b7c7d6e MediaWiki:Minoreditletter 8 765 765 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki M c63ae6dd4fc9f9dda66970e827d13f7c73fe841c MediaWiki:Missingarticle 8 766 766 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <p>"$1" という題のページは見つかりませんでした。すでに削除された版を参照しようとしている可能性があります。これがソフトウェアのバグだと思われる場合は、URIと共にサーバ管理者に報告して下い。</p> <p>The database did not find the text of a page that it should have found, named "$1". This is usually caused by following an outdated diff or history link to a page that has been deleted. If this is not the case, you may have found a bug in the software. Please report this to an administrator, making note of the URL.</p> 62ac3be81f93a012d8c1d1a82d2d7a0982576233 MediaWiki:Missingcommenttext 8 767 767 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以下にコメントを入力してください。 d22d535c51c0fb849e8ca43df160da4797e9ac52 MediaWiki:Missingimage 8 768 768 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <b>以下の画像が見つかりません。</b><br /><i>$1</i> 44e3a8ee92859f5afeadebc806ba0e57b8391d92 MediaWiki:Missingsummary 8 769 769 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki '''注意:''' 要約欄が空欄です。投稿ボタンをもう一度押すと、要約なしのまま投稿されます。 061ad880a91a906fd7c71adc845b4160802fb570 MediaWiki:Monday 8 770 770 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 月曜日 1108ea53f7ab09fd169e11005dd823b49f9cae6b MediaWiki:Moredotdotdot 8 771 771 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki すべて表示する b2db889dbaf867f46ac4227fe4bd2628888a8ee0 MediaWiki:Mostcategories 8 772 772 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki カテゴリの多い項目 d956bbff98d1911c0034a20674a9d358a750c862 MediaWiki:Mostimages 8 773 773 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki リンクの多い画像 55faeb8ac55c237909f7bf7f9729c7255f5088f2 MediaWiki:Mostlinked 8 774 774 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 被リンクの多いページ fdc1c4582ad9e6e3389b14daf5c6b92abee8c47e MediaWiki:Mostlinkedcategories 8 775 775 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 項目の多いカテゴリ 355a452f0ca7e41c8d37a6aa52745d37b6c45dc2 MediaWiki:Mostrevisions 8 776 776 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 版の多い項目 0ad2af52899fd4f6b8eeec8ab616d8883b6bc3ef MediaWiki:Move 8 777 777 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動 9a97fc3ae6bdec96fb5d6372aa6f03e27608f8df MediaWiki:Movearticle 8 778 778 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動するページ b72ec61e3f3e8463b679adb008c3875ff2802240 MediaWiki:Movedto 8 779 779 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動先: cadba2e6620981f46717f2557bffe38554024929 MediaWiki:Movelogpage 8 780 780 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動記録 152a8112b2e50490ad1a68f10273aada5d57f90c MediaWiki:Movelogpagetext 8 781 781 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以下はページ移動の記録です。 dfb28efd0f4d002c054067af0c52d5791587acbc MediaWiki:Movenologin 8 782 782 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログインしていません 04aec14e9037f5a577cdef4adb6623e33065ee79 MediaWiki:Movenologintext 8 783 783 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページを移動するためには、アカウント作成の上、[[Special:Userlogin|ログイン]]している必要があります。 97c5f24132ab9532fe9878ebd54cef8adf1026d6 MediaWiki:Movepage 8 784 784 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページの移動 5e7fe0a8761f01196d2bf7b4f27f3cd7b3c13c8d MediaWiki:Movepagebtn 8 785 785 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページを移動 af8c0d2ca38c882fd1be7b6a855349f6b43db1d7 MediaWiki:Movepagetalktext 8 786 786 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 付随するノートのページがある場合には、基本的には、一緒に移動されることになります。 但し、以下の場合については別です。 *名前空間をまたがる移動の場合 *移動先に既に履歴のあるノートページが存在する場合 *下のチェックボックスのチェックマークを消した場合 これらの場合、ノートページを移動する場合には、別に作業する必要があります。 7ff90205f3c17a107501c6fdd9c9d146eb70a280 MediaWiki:Movepagetext 8 787 787 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 下のフォームを利用すると、ページ名を変更し、その履歴も変更先へ移動することができます。古いページは変更先へのリダイレクトページとなります。ページの中身と変更前のページに張られたリンクは変わりません。ですから、二重になったり壊れてしまったリダイレクトをチェックする必要があります。 変更先がすでに存在する場合には、履歴が移動元ページへのリダイレクトただ一つである場合を除いて、移動できません。つまり、間違えてページ名を変更した場合には元に戻せます。 <strong>注意!</strong> よく閲覧されるページや、他の多くのページからリンクされているページを移動すると予期せぬ結果が起こるかもしれません。ページの移動に伴う影響をよく考えてから踏み切るようにしてください。 58b977aba9cf48d159374eef5066cdab1105b9f6 MediaWiki:Movereason 8 788 788 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 理由 a207006f195175f4eda56fb4b4efcdd5654341f1 MediaWiki:Movetalk 8 789 789 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ノートページが付随する場合には、それも一緒に移動する ce2842325ea59717bafa927d8576c445042b4dd1 MediaWiki:Movethispage 8 790 790 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このページを移動 ad776567646e202662ac7a03f88845a418479f2c MediaWiki:Mw math html 8 791 791 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki できる限りHTML、さもなければPNG df6abebee78ed4a938e6190c344bec4c34eb9862 MediaWiki:Mw math mathml 8 792 792 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 可能ならばMathMLを使う (実験中の機能) 65778d471206c51d42e1ae08e6edb7f0681b45c2 MediaWiki:Mw math modern 8 793 793 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最近のブラウザで推奨 0e8bf84af44492d2e7dcbbd044e0936e748a5092 MediaWiki:Mw math png 8 794 794 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 常にPNG ec9e84b094464ff79b87a17e56f0c3ca2a488d10 MediaWiki:Mw math simple 8 795 795 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki シンプルな数式はHTML、それ以外はPNG 2d799f2b150afc23b30df42b89755438208c974f MediaWiki:Mw math source 8 796 796 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki TeXのままにする (テキストブラウザ向け) 9911c80f70b60e5216e2fd330a138ad6e458eb77 MediaWiki:Mycontris 8 797 797 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 自分の投稿記録 e64ff6382e9cd282dd419afeb5582b29c379733a MediaWiki:Mypage 8 798 798 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki マイ・ページ ee6b5a5c893b1f2ed705e9a73fc472c1cda86843 MediaWiki:Mytalk 8 799 799 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki マイ・トーク f5fa6d462e0a3630b6fd8eb5145bcd28f9f36b2c MediaWiki:Namespace 8 800 800 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 名前空間: b8499260276efb9b373ca8390d4c9213743ac49c MediaWiki:Namespacesall 8 801 801 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki すべて c15ccc4dc7402834fbb2a008be5ab901ff3114ed MediaWiki:Navigation 8 802 802 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ナビゲーション 8995e07fa2c4b75d42a50675a8ea9e18c49cc34a MediaWiki:Nbytes 8 803 803 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 バイト ae01e7422d06534e80815755eebc69b86a1ad34c MediaWiki:Ncategories 8 804 804 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 のカテゴリ 631e09ae8a30a89652ef51be11bec45ea8c205a1 MediaWiki:Newarticle 8 805 805 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki (新規) daa73ac76eef0e7deacda98826eb73012e16aa62 MediaWiki:Newarticletext 8 806 806 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページを新規に作成するには新しい内容を書き込んでください。 7bea19a2920d13f8a9ac7b9d04e78c01028d3318 MediaWiki:Newarticletextanon 8 807 807 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{int:newarticletext}} b801478908c4cb0ef1e9e3b3f405321d5a4c95a9 MediaWiki:Newbies 8 808 808 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新規利用者 3eb18b81ba039f3049ba956977f8c1462fb275ab MediaWiki:Newimages 8 809 809 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新着画像ギャラリー 0166caeb9cbfcebdb85d9687d61d32fb482c57d9 MediaWiki:Newmessagesdifflink 8 810 810 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 差分 f611e26f87f4c1ba6a1c74e514ccf53cd5476bbe MediaWiki:Newmessageslink 8 811 811 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新しいメッセージ 49452aae8f607f6ba45bfb6f0336a0b852ab859a MediaWiki:Newpage 8 812 812 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新規ページ 3538bb79dbf3048f07acb3d1077572ec494d68cb MediaWiki:Newpageletter 8 813 813 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki N b51a60734da64be0e618bacbea2865a8a7dcd669 MediaWiki:Newpages 8 814 814 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新しいページ 208ee9e7d82b9e21b36021dcf3bdd0e02e604860 MediaWiki:Newpassword 8 815 815 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新しいパスワード: aa1ab268fd0bf7d898fb819a608afb8b6256d165 MediaWiki:Newtalkseperator 8 816 816 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ,_ c0862cd887474031f89dac5bb1406a6410d0f809 MediaWiki:Newtitle 8 817 817 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新しいページ名 36cb485c827c22cffecd9b4aa29b041980979067 MediaWiki:Newwindow 8 818 818 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki (新しいウィンドウが開きます) 8c8dbfafdcef3255015efd191d3d5650096cfd87 MediaWiki:Next 8 819 819 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 次の版 f3d3c885a4f4a23ef8a952bcb00c5aea8f934b70 MediaWiki:Nextdiff 8 820 820 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 次の差分→ d81f59f9f5572b7f1e95f268fbe2c259cfddde38 MediaWiki:Nextn 8 821 821 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 次 $1 f696ed2d2f4e0c5b709423c95d95b455d2e6afdf MediaWiki:Nextpage 8 822 822 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 次のページ($1) f5fa1da636b29319c3404d6d5770492fd4a10388 MediaWiki:Nextrevision 8 823 823 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 次の版→ 469b827dc0bf4eed0801a195e59023f3066ab5af MediaWiki:Nlinks 8 824 824 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 個のリンク 4069ffc21ebb9c957d92a247f66f70b7e06126fc MediaWiki:Nmembers 8 825 825 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 項目 8231ac6c4318cc2b12610791ba6b6a5e2978d84b MediaWiki:Noarticletext 8 826 826 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 現在このページには内容がありません。他のページから[[{{ns:special}}:Search/{{PAGENAME}}|このページタイトルを検索する]]か、[{{fullurl:{{FULLPAGENAME}}|action=edit}} このページを編集]できます。 265e66eaf9d44671edc44af07b18d8ab1db338aa MediaWiki:Noarticletextanon 8 827 827 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{int:noarticletext}} b1a3c7d7595b4228ddc1c28c2b8ba5ad432a7ed6 MediaWiki:Noconnect 8 828 828 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 申し訳ありません。何らかの問題によりデータベースに接続できません。<br />$1 e5900dcc7c87ce3a48eb03e87d6786fa40dcfb8f MediaWiki:Nocontribs 8 829 829 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者の投稿記録は見つかりませんでした。 538be3c5e37beee3372363786c216d4025d75997 MediaWiki:Nocookieslogin 8 830 830 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}ではログインにクッキーを使います。あなたはクッキーを無効な設定にしているようです。クッキーを有効にして、もう一度試してください。 fec4aace2da53843e9cb0e1de78168189d399c0b MediaWiki:Nocookiesnew 8 831 831 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者のアカウントは作成されましたが、ログインしていません。{{SITENAME}}ではログインにクッキーを使います。あなたはクッキーを無効な設定にしているようです。クッキーを有効にしてから作成した利用者名とパスワードでログインしてください。 71dccc9ffd87ef4e68059cf06c26346bd574d24c MediaWiki:Nocreatetext 8 832 832 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このサイトではページの新規作成を制限しています。元のページに戻って既存のページを編集するか、[[Special:Userlogin|ログイン]]してください。 74f11fcdbd17927298a5b4f7b37215b7b7437185 MediaWiki:Nocreatetitle 8 833 833 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページを作成できません 17652a8161cd0b299cf38e8f6763f0872519b6ba MediaWiki:Nocreativecommons 8 834 834 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このサーバではクリエイティブ・コモンズの RDF メタデータが許可されていません。 1457e5c45be7408bb96ba3af83026380799f308c MediaWiki:Nocredits 8 835 835 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このページには有効なクレジット情報がありません。 59226c452a0d9b2be0c1367cd3a097ad66223c74 MediaWiki:Nodb 8 836 836 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベース $1 を選択できません。 537ad93b396df07e373adface59cacf9f32a8e4e MediaWiki:Nodublincore 8 837 837 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このサーバでは Dublin Core RDF メタデータが許可されていません。 ed11bfd8492469ee131b6e4a85b716d9f8b9e707 MediaWiki:Noemail 8 838 838 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者 "$1" のメールアドレスは登録されていません。 30dfa2d13e83e9c2d51bf8728df3777ab2566967 MediaWiki:Noemailprefs 8 839 839 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <strong>これらの機能を有効にするにはメールアドレスを登録してください。</strong> c7098ea2772572a9335f1e4eaab63eda6a442992 MediaWiki:Noemailtext 8 840 840 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki この利用者は有効なメールアドレスを登録していないか、メールを受け取りたくないというオプションを選択しています。 6c89a4760334fe37d740984fd8e0205b68da0a61 MediaWiki:Noemailtitle 8 841 841 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 送り先のメールアドレスがありません。 a3a683a82d8fbcbb1f08d0b0814a54497ca1b6f0 MediaWiki:Noexactmatch 8 842 842 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" という名称のページは存在しませんでした。[[:$1|新規作成する]]。 0002d3487e83003ef96eca9d4e9cc6b9921b1c70 MediaWiki:Nohistory 8 843 843 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このページには変更履歴がありません。 a978817a558399d7211c143ef4267735622c692a MediaWiki:Noimage 8 844 844 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このファイル名の画像はありません。$1。 b1341399dfba3cfaa6ef9e6e0e3ace663ad8fafc MediaWiki:Noimage-linktext 8 845 845 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このファイル名でアップロードする 461d45078ceb45d1ff343f5e8d143135985aaadd MediaWiki:Noimages 8 846 846 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 画像がありません。 b2ac491b3999a501824e16f320699f104389d8b3 MediaWiki:Nolicense 8 847 847 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki なし 1a2e920ba7c651e24be9fb2c70c396440509317e MediaWiki:Nolinkshere 8 848 848 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 指定されたページにリンクしているページはありません。 d04b3b50ab8e4e115f5242625a8e98828b3df65f MediaWiki:Nolinkstoimage 8 849 849 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki この画像にリンクしているページはありません。 2f14e9b600149e28564a433d06b1223f39a4e805 MediaWiki:Nologin 8 850 850 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki アカウントはお持ちですか? $1 b3dd02e1b0737f4a9d149baeef99d0d8497ad50c MediaWiki:Nologinlink 8 851 851 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki アカウントを作成 26cb0c18854805e3e95054668e794f960eaf74a4 MediaWiki:Noname 8 852 852 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者名を正しく指定していません。 879661483a68e7a8aa6e02b7f042037f47fbd0e9 MediaWiki:Nonefound 8 853 853 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki '''※'''検索がうまくいかないのは、「ある」や「から」のような一般的な語で索引付けがされていないか、複数の検索語を指定している(全ての検索語を含むページだけが結果に示されます)などのためかもしれません。 16c0ccfd770801e7743c7e4c7d943b852c369e4c MediaWiki:Nonunicodebrowser 8 854 854 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <strong>警告: あなたの使用しているブラウザはUnicode互換ではありません。項目を編集する前にブラウザを変更してください。</strong> 651ff8fac9f243cb154f39ffe469e6c966d91cf3 MediaWiki:Nospecialpagetext 8 855 855 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 要求された特別ページは存在しません。有効な特別ページの一覧は[[Special:Specialpages]]にあります。 6695f0c4a7361ad0b31012711383c7d5896ed7df MediaWiki:Nosuchaction 8 856 856 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki そのような動作はありません 27f473dd7013af97abd81d354ea10c6db4819d58 MediaWiki:Nosuchactiontext 8 857 857 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このURIで指定された動作は{{SITENAME}}で認識できません。 b3ccfaf3155f9819bfce1ad4c36c56f2e816a30a MediaWiki:Nosuchspecialpage 8 858 858 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki そのような特別ページはありません 379c150aad2c65a074a6885ea27933078e06c705 MediaWiki:Nosuchuser 8 859 859 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" という利用者は見当たりません。綴りが正しいことを再度確認するか、下記のフォームを使ってアカウントを作成してください。 73b14e130d3de2f66fda0b9ef3b1c51c2563a1b8 MediaWiki:Nosuchusershort 8 860 860 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" という利用者は見当たりません。綴りが正しいことを再度確認してください。 6e5359f37cd222ce16af37a3a998b91aadefe326 MediaWiki:Notacceptable 8 861 861 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ウィキサーバーはあなたの使用しているクライアントが読める形式で情報を提供できません。 5f476f5ff9ed4ebeadfefff07d0bdbd013fa7562 MediaWiki:Notanarticle 8 862 862 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki これは記事ではありません。 389efcd121f5db9c81102de988df0061534d09b4 MediaWiki:Notargettext 8 863 863 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 対象となるページ又は利用者が指定されていません 26145374fc3672a2cbb6648c8f4117e2287020c3 MediaWiki:Notargettitle 8 864 864 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 対象となるページが存在しません b9f351eb2a63d9911512cfb304e1a5b540b76995 MediaWiki:Note 8 865 865 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <strong>お知らせ:</strong> 044115c50bcf402f2bccdfe1e91730bbb2f141ac MediaWiki:Notextmatches 8 866 866 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページ内本文とは一致しませんでした e521405e3b9f23536cbb294b53f1860943a40f5f MediaWiki:Notitlematches 8 867 867 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 項目名とは一致しませんでした 252bc29e982f222fda02e6184fc9b03bffcc0ede MediaWiki:Notloggedin 8 868 868 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログインしていません 04aec14e9037f5a577cdef4adb6623e33065ee79 MediaWiki:Nouserspecified 8 869 869 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者名を指定してください。 5e8c2951d7d4be85b251fc0c54f6a5733b11bdaf MediaWiki:Nov 8 870 870 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 11月 e4b4f807d071e906ae6a0c32a6e8efb6f4aaa9ea MediaWiki:November 8 871 871 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 11月 e4b4f807d071e906ae6a0c32a6e8efb6f4aaa9ea MediaWiki:Nowatchlist 8 872 872 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki あなたのウォッチリストは空です。 1702daaf3b8f8d9d14ae05b6364e41c9c9803b3e MediaWiki:Nowiki sample 8 873 873 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki そのまま表示させたい文字を入力 1392fdf2ae96e803b7763ff8c0deb049f9820f0f MediaWiki:Nowiki tip 8 874 874 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 入力文字をそのまま表示 43b00307f0f4b156bebcd5373871cb904e3b06f4 MediaWiki:Nrevisions 8 875 875 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 の版 f66c1db0501cf9339e5933f6b4671e18ee543ca0 MediaWiki:Nstab-category 8 876 876 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki カテゴリ 50462d5f5d9a662515a35e8bbcee2856cb4ca751 MediaWiki:Nstab-help 8 877 877 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ヘルプ d3920ccb783e2e7c4745ebacb91448bf10696306 MediaWiki:Nstab-image 8 878 878 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 画像 8ba657d6a144a0b184c89158e60b297e62b9610c MediaWiki:Nstab-main 8 879 879 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 本文 35f496a304d890801b95b4c671941dc38ff4651d MediaWiki:Nstab-media 8 880 880 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Media 0c77aeece8c258113148c6fb487946bf97b34672 MediaWiki:Nstab-mediawiki 8 881 881 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki インターフェース bd8d3c61e1e989b062ab637bdd7e0f8f5a5eb3dc MediaWiki:Nstab-project 8 882 882 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 解説 06f9056525067c3728ddca758164f798a250c2d1 MediaWiki:Nstab-special 8 883 883 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 特別ページ dbdf41031edb061377842f56b2677a6c806953e9 MediaWiki:Nstab-template 8 884 884 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki テンプレート a4929e97f71a23e68be7705fe809b80d1c087b76 MediaWiki:Nstab-user 8 885 885 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者ページ 07e47c453da4a8c09f0c7b4557c425a4b34017e9 MediaWiki:Numauthors 8 886 886 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 投稿者数(項目): $1 789b2bafa38447f2c71d0a34dad13a205ae3e6c9 MediaWiki:Number of watching users RCview 8 887 887 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [$1] 01a53900c13b4237835bece0c751a5ca4e311291 MediaWiki:Number of watching users pageview 8 888 888 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [$1人がウォッチしています] 9632d04e02aab8c745b8ffe9999a3d4ae6addf53 MediaWiki:Numedits 8 889 889 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 編集数(項目): $1 43895739776216e3573afd1a5fc23e4a546bfda3 MediaWiki:Numtalkauthors 8 890 890 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 投稿者数(ノート): $1 1918af1ab6ae40a09a3a7c5bc5ee4d25e47e32f1 MediaWiki:Numtalkedits 8 891 891 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 編集数(ノート): $1 e856ac1c565e3b84096f9d3122b7babdaa498904 MediaWiki:Numwatchers 8 892 892 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ウォッチしている利用者数: $1 3bea96f1f77ed21e7c1d738cde0c5f021c85b574 MediaWiki:Nviews 8 893 893 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 回表示 e5596d2e19345931128b7e48a9e4bb0828f87dad MediaWiki:Oct 8 894 894 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 10月 3157296f8ace8d181c95eb77a803276316819204 MediaWiki:October 8 895 895 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 10月 3157296f8ace8d181c95eb77a803276316819204 MediaWiki:Ok 8 896 896 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki OK 9ce3bd4224c8c1780db56b4125ecf3f24bf748b7 MediaWiki:Old-revision-navigation 8 897 897 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1; $5 による版<br />($6) $3 | $2 | $4 ($7) 30f760f436e98627844d15783e7a23c79c5188a2 MediaWiki:Oldpassword 8 898 898 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 古いパスワード: 1c3e834fd2c19ad21584e44aa0e4a45a89f1d7dc MediaWiki:Orig 8 899 899 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最古版 5b345261579e7da40c2ca1a22a3634b64ac022fb MediaWiki:Othercontribs 8 900 900 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1の版に基づきます。 7e9b7e1b6a5731b790fca3779dced91b05ac25f5 MediaWiki:Otherlanguages 8 901 901 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 他の言語 e814fddca6acebcce930f003dc0736aa3011576c MediaWiki:Others 8 902 902 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki その他の利用者 7c2bbd9070b09f9042b38bd3d7df1a04ef6fe101 MediaWiki:Pagemovedsub 8 903 903 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 無事移動しました。 25a302fe5db1441b4bfd4825c7b35d2c5fc6d433 MediaWiki:Pagemovedtext 8 904 904 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページ "[[$1]]" は "[[$2]]" に移動しました。 d2eba2b24ffc1c64e3d6089719b4d48de2b2a5d7 MediaWiki:Pagetitle 8 905 905 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 - {{SITENAME}} cfb3fa8ded124de2e7acbaa079aa2678d7db452b MediaWiki:Passwordremindertext 8 906 906 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki どなたか($1 のIPアドレスの使用者)が{{SITENAME}} ($4) のログイン用パスワードの再発行を依頼しました。 利用者 "$2" のパスワードを "$3" に変更しました。 ログインして別のパスワードに変更してください。 d2631ddb286afda913a4b306f34c78920e1f387a MediaWiki:Passwordremindertitle 8 907 907 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Password reminder from {{SITENAME}}({{SITENAME}}からパスワードのお知らせ) ee73eb44d9877ee9730802987e9e401f362a6976 MediaWiki:Passwordsent 8 908 908 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新しいパスワードを "$1" さんの登録済みメールアドレスに送信しました。メールを受け取ったら、再度ログインしてください。 6dd8a823b86c7df92bd2dfa77ba781a90595afc3 MediaWiki:Passwordtooshort 8 909 909 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki パスワードが短すぎます。$1文字以上の文字列にしてください。 f8eb294df70f29fe3107216d721701caca9fc8c0 MediaWiki:Perfcached 8 910 910 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以下のデータはキャッシュであり、しばらく更新されていません。 526b8319d0d86602fa8c074f0d84039b7726818e MediaWiki:Perfcachedts 8 911 911 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以下のデータは $1 に最終更新されたキャッシュです。 b8ce05b8dded0a823e2e4220078312919cbde674 MediaWiki:Perfdisabled 8 912 912 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki この機能はデータベースの負荷を軽くするために現在使えなくなっています。 ee673f60d899cdeecb1a40af0079284efe666508 MediaWiki:Perfdisabledsub 8 913 913 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ここには $1 のコピーを表示しています。 2c613453d7fe018efb0eeb77384e47fbda4fc464 MediaWiki:Permalink 8 914 914 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki この版への固定リンク 7c3090a87026ebd4da70e764db8c789a2bc00ac5 MediaWiki:Personaltools 8 915 915 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 個人用ツール 0882353445551b55372d37f9bd7d20212bbdb634 MediaWiki:Popularpages 8 916 916 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 人気のページ a209ed1c192d2337fc1deb17f5d2767ad6df135d MediaWiki:Portal 8 917 917 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki コミュニティ・ポータル 7627af7e27ac52ce272a742fdd4e84bb3c1cd958 MediaWiki:Portal-url 8 918 918 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Project:コミュニティ・ポータル 8202f85f5e839e1ef906c5bac1b95d8d71c5c30e MediaWiki:Postcomment 8 919 919 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新規にコメントを投稿 f36a36259f83fedeb28376f91f5a9a9e9bf2c090 MediaWiki:Powersearch 8 920 920 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 検索 33d3427e6e8b2e9eaa031f042cc1019693a4f0db MediaWiki:Powersearchtext 8 921 921 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 検索する名前空間 :<br /> $1<br /> $2リダイレクトを含める &nbsp; &nbsp; &nbsp; $3 $9 d9ca2928f52024873e2551938d8eba025f6df781 MediaWiki:Preferences 8 922 922 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki オプション 6e0510a6658f5dba496be190c0af31b23488ed27 MediaWiki:Prefixindex 8 923 923 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 全ページ (ページ指定) 36b85564709c884dade4c97382a3f6a66fa7e3ab MediaWiki:Prefs-help-email 8 924 924 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki * メールアドレス (任意): メールアドレスを入力すると、他の利用者があなたの利用者ページまたは会話ページから、あなたの身元を知ることなく、あなたに連絡が取れるようになります。 b268a02cbc39e86b7268b748c6f5cc8ecbed4446 MediaWiki:Prefs-help-email-enotif 8 925 925 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このアドレスはあなたが有効にした各種メール通知の送信先としても利用されます。 c2a6e1b823d6be36f1b694a07e806da02e285101 MediaWiki:Prefs-help-realname 8 926 926 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki * 本名 (任意): 本名を入力すると、ページ・クレジットに利用者名(アカウント名)の代わりに本名が表示されます。 a96f8a103d4f1d4076017f12e6d9129715ec3aa2 MediaWiki:Prefs-misc 8 927 927 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki その他 7c2281ce7193ecc75e3a27ab3260190556f717d4 MediaWiki:Prefs-personal 8 928 928 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者情報 9fa03a5e2d05aa3a581bf2075f5af4e7a702ee19 MediaWiki:Prefs-rc 8 929 929 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最近更新したページ aedf55bacea27b2eb336a080944ceea26fcdbca6 MediaWiki:Prefs-watchlist 8 930 930 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ウォッチリスト 1f4192e7eb5434e93b2a6f8a747d18fcd6ba5321 MediaWiki:Prefs-watchlist-days 8 931 931 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストに表示する日数: 91eeef5bcbef96db06f43d40cbfcc7e51fc797ce MediaWiki:Prefs-watchlist-edits 8 932 932 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 拡張したウォッチリストに表示する件数: 95652869f4099fd32f2a1dabfaac3b99d88aa755 MediaWiki:Prefsnologin 8 933 933 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ログインしていません 04aec14e9037f5a577cdef4adb6623e33065ee79 MediaWiki:Prefsnologintext 8 934 934 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki オプションを変更するためには、[[Special:Userlogin|ログイン]]する必要があります。 badb9f5604a75586242febc9542493f10c4a6a79 MediaWiki:Prefsreset 8 935 935 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki オプションは初期化されました。 f945af2aafc2f2b64b03daac90266f82f2834eb5 MediaWiki:Preview 8 936 936 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki プレビュー feb4b598e87e97db7329626744670941a400e93d MediaWiki:Previewconflict 8 937 937 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このプレビューは、上の文章編集エリアの文章を保存した場合にどう見えるようになるかを示すものです。 990489cff1fa45597a221dfd9cc7b161d6137e32 MediaWiki:Previewnote 8 938 938 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki これはプレビューです。まだ保存されていません! d24d641ebbad9d565d6124b7df88f201b30e7d6e MediaWiki:Previousdiff 8 939 939 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ←前の差分 0d0402b6af38a00010a322fd6efa96747b142e9b MediaWiki:Previousrevision 8 940 940 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ←前の版 53fdc0fe0877c1a730dd0f0bba18df5910d8da46 MediaWiki:Prevn 8 941 941 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 前 $1 3324a0b1ccbc740078046ed518d040906f3562fc MediaWiki:Print 8 942 942 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 印刷 1510343bfbc1f973be21e7589f07f60be4d864b3 MediaWiki:Printableversion 8 943 943 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 印刷用バージョン e6335de2e9ba14577b6a6dade5d911ddf14100b0 MediaWiki:Privacy 8 944 944 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki プライバシー・ポリシー eaca02980b07626d8ee0f83b3680fb35dde69ff8 MediaWiki:Privacypage 8 945 945 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Project:プライバシー・ポリシー b4ce2c24ff3a081a89d2e35182ffb1d06300c41f MediaWiki:Projectpage 8 946 946 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki プロジェクトページを表示 c6812cfd693840f1a759bec6d456d5b05c628aaf MediaWiki:Protect 8 947 947 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 保護 8ac7528ec4086cd66cadcbf22bb07780bc2c0072 MediaWiki:Protect-default 8 948 948 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki (解除) 487986b6e1b59cd25b501beca7b124a738662ead MediaWiki:Protect-level-autoconfirmed 8 949 949 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新規利用者と匿名利用者を禁止 4193ea1a83f00cfdc9cada5f01bef3b48ef04ccb MediaWiki:Protect-level-sysop 8 950 950 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{int:group-sysop}}のみ ec4390e11bd068623310f8daf15a0efb265022c6 MediaWiki:Protect-text 8 951 951 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページ "'''$1'''" の保護レベルを表示・操作できます。[[{{ns:project}}:保護の方針|保護の方針]]に従っていることを確認してください。 8610c2baf7b34c9af3249e318652bb74c88b1c0d MediaWiki:Protect-unchain 8 952 952 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動権限を操作 e2617237910812aa3bb7b2c9312b08ab9f4b0509 MediaWiki:Protect-viewtext 8 953 953 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページの保護は{{int:group-sysop}}のみが実行できます。<strong>$1</strong>の現在の保護状況を表示しています: b92802355348401b90c5bfd9e851c902be2924e3 MediaWiki:Protectcomment 8 954 954 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 保護・保護解除の理由 987f34834bdb1fc75c520b338d906f72d914782b MediaWiki:Protectedarticle 8 955 955 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" を保護しました。 29ef1831b15af5ad22483597a4aa989759253448 MediaWiki:Protectedinterface 8 956 956 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このページはソフトウェアのインターフェースに使用されるテキストが保存されおり、問題回避のために保護されています。 48fc6f430a17b54c3bc8cdeb2d0536780f33d2e7 MediaWiki:Protectedpage 8 957 957 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 保護されたページ b77ed6914e9df39afceb445d34e4393a9a2641a2 MediaWiki:Protectedpagewarning 8 958 958 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki '''警告:''' このページは保護されています。{{int:group-sysop}}しか編集できません。詳しくは[[Project:保護の方針|保護の方針]]を参照してください。 2d0efd94dcbfd74d11cd402aaa7d86ebbd42d415 MediaWiki:Protectedtext 8 959 959 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このページは編集できないように保護されています。これにはいくつか理由があります。詳しくは[[Project:保護されたページ]]をご覧ください。 下にソースを表示しています: b45ec9888a5f44b1db7eabab834e820cdeb54efe MediaWiki:Protectlogpage 8 960 960 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 保護記録 8001693a4c6c57fc0f589eb10ca59e3e702d2309 MediaWiki:Protectlogtext 8 961 961 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以下はページの保護・保護解除の一覧です。詳細は[[{{ns:project}}:保護されたページ]]を参照してください。 58037a38ad89fd1bff2266fd11d8c412bbe0e5ad MediaWiki:Protectmoveonly 8 962 962 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページの移動のみを差し止める ba1aa4dbe749e3e8518eb1aeb67d0072725bfcb7 MediaWiki:Protectsub 8 963 963 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" の保護 5907ebff95508d6e398f5750d7107f2617e8ef20 MediaWiki:Protectthispage 8 964 964 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このページを保護 64f0f553a79b7eb4743a31eaacd96b2aebd94dc5 MediaWiki:Proxyblocker 8 965 965 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Proxy blocker 53a94aa5e564b7696414c7e5a239ed009541a953 MediaWiki:Proxyblockreason 8 966 966 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Your IP address has been blocked because it is an open proxy. Please contact your Internet service provider or tech support and inform them of this serious security problem. :あなたの使用しているIPアドレスはオープン・プロクシであるため投稿ブロックされています。あなたのインターネット・サービス・プロバイダ、もしくは技術担当者に連絡を取り、これが深刻なセキュリティ問題であることを伝えてください。 3b1969c7d4c88b3d59f25a67bb4c1dbdbb9d66f3 MediaWiki:Proxyblocksuccess 8 967 967 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 終了しました。 ac0b336bf5a5c61bcba406651a9fb83c15599321 MediaWiki:Pubmedurl 8 968 968 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?cmd=Retrieve&db=pubmed&dopt=Abstract&list_uids=$1 b7af5b9d6a4f5da98b476c01c9047f4a6f15067c MediaWiki:Qbbrowse 8 969 969 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 閲覧 8aaf87ef640d6ebbcf9929cdd56b61a5fe3d4861 MediaWiki:Qbedit 8 970 970 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 編集 d107b864c37815fbb4849cf3a387fa5819cebadb MediaWiki:Qbfind 8 971 971 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 検索 33d3427e6e8b2e9eaa031f042cc1019693a4f0db MediaWiki:Qbmyoptions 8 972 972 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki オプション 6e0510a6658f5dba496be190c0af31b23488ed27 MediaWiki:Qbpageinfo 8 973 973 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページ情報 86f0460e83a635792e6965bfd56591ea1fe47bb0 MediaWiki:Qbpageoptions 8 974 974 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 個人用ツール 0882353445551b55372d37f9bd7d20212bbdb634 MediaWiki:Qbsettings 8 975 975 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki クイックバー設定 e08a2dc7e2c5ef6d2306b7bd155ed2abefd530fe MediaWiki:Qbspecialpages 8 976 976 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 特別ページ dbdf41031edb061377842f56b2677a6c806953e9 MediaWiki:Randompage 8 977 977 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki おまかせ表示 bc13343719c569fef8229e1eb19541775b442967 MediaWiki:Randompage-url 8 978 978 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Special:Random bfaa79de027c2e9dd3404f32d833735a22334467 MediaWiki:Randomredirect 8 979 979 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki おまかせリダイレクト 9fb3b1ee94475f833b122d5df6aad08474635e15 MediaWiki:Range block disabled 8 980 980 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 広域ブロックは無効に設定されています。 4faaf644292c090d12085ca59ade2ef800ed2ecc MediaWiki:Rc categories 8 981 981 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki カテゴリを制限("|" で区切る) d45ff3b79fdc5755cf4b8f2db31c1ae7a2e9ec4d MediaWiki:Rc categories any 8 982 982 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki すべて c15ccc4dc7402834fbb2a008be5ab901ff3114ed MediaWiki:Rclinks 8 983 983 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最近 $2 日間の $1 件分を表示する<br />$3 4a863503dd80b03566a3793df38f567dba93c95d MediaWiki:Rclistfrom 8 984 984 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1以後現在までの更新を表示 d6913c353630815e6a843d9577d83ceb082af5dd MediaWiki:Rclsub 8 985 985 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" からリンクされているページ 64c1fa5d1111a0f856d413136f3ddf3d5a161809 MediaWiki:Rcnote 8 986 986 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以下は $3 までの <strong>$2</strong> 日間に編集された <strong>$1</strong> ページです(<strong>{{int:newpageletter}}</strong>=新規項目、<strong>{{int:minoreditletter}}</strong>=細部の編集、日時はオプションで未設定ならUTC) 1aa6251394361c22d448dae87a6e6dffff8dce11 MediaWiki:Rcnotefrom 8 987 987 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以下は <b>$2</b> までの更新です。(最大 <b>$1</b> 件) 523c5ca09421954cd79331919c0f02c66aa599ee MediaWiki:Rcpatroldisabled 8 988 988 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki RCパトロールが無効です e9021158a12adbe869a7005f0c86b913ccaaf9e4 MediaWiki:Rcpatroldisabledtext 8 989 989 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最近更新されたページのパトロール機能は現在無効になっています。 e7df002cdb4f61f86710f9ea9f69bfe3fce160ef MediaWiki:Rcshowhideanons 8 990 990 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 匿名利用者の編集を$1 2630c15f000b5139ecf29a3fd25505645af06a61 MediaWiki:Rcshowhidebots 8 991 991 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ボットの編集を$1 64ebe18b15fbbf2ec0d7b0f1c902a70a60f7fc97 MediaWiki:Rcshowhideliu 8 992 992 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 登録利用者の編集を$1 f6b147163d9962a6cc4419a69345453125e35266 MediaWiki:Rcshowhidemine 8 993 993 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 自分の編集を$1 beb3ba50af8f5d124682cdd085b934133007a3bf MediaWiki:Rcshowhideminor 8 994 994 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 細部の編集を$1 aa70a5caa4285e4f6a100c755f1442bc25c345f3 MediaWiki:Rcshowhidepatr 8 995 995 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki パトロールされた編集を$1 47ec318dbbe6ad736fbab5f16ad8598acefc0386 MediaWiki:Readonly 8 996 996 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベースはロックされています 7177bf283805d64a083bb7da163b2278c966a7e6 MediaWiki:Readonly lag 8 997 997 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベースはスレーブ・サーバがマスタ・サーバに同期するまで自動的にロックされています。しばらくお待ちください。 The database has been automatically locked while the slave database servers catch up to the master. 38009a5a69e5d7ae2f04e79e3be116c54a96a2cf MediaWiki:Readonlytext 8 998 998 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベースは現在、新しいページの追加や編集を受け付けない「ロック状態」になっています。これはおそらく定期的なメンテナンスのためで、メンテナンス終了後は正常な状態に復帰します。データベースをロックしたサーバ管理者は次のような説明をしています: $1 ---- The database is currently locked to new entries and other modifications, probably for routine database maintenance, after which it will be back to normal. The administrator who locked it offered this explanation: $1 ed8fa10b19ea1c5f9434c63b6789449cfb110444 MediaWiki:Readonlywarning 8 999 999 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <strong>警告: データベースがメンテナンスのためにロックされています。現在は編集結果を保存できません。文章をカットアンドペーストしてローカルファイルとして保存し、後ほど保存をやり直してください。</strong> a6827574c55ed345eed3d9f80cc00c17d2a590aa MediaWiki:Recentchanges 8 1000 1000 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最近更新したページ aedf55bacea27b2eb336a080944ceea26fcdbca6 MediaWiki:Recentchanges-url 8 1001 1001 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki Special:Recentchanges 31c3710d39b31292f3f81b0349f6c026a6cc39dd MediaWiki:Recentchangesall 8 1002 1002 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki すべて c15ccc4dc7402834fbb2a008be5ab901ff3114ed MediaWiki:Recentchangescount 8 1003 1003 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最近更新したページの表示件数: 08f7089de4282e6924d82ce5829396c293841191 MediaWiki:Recentchangeslinked 8 1004 1004 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki リンク先の更新状況 44b225d2739559b4cc02d4d847a84b1d54a66eb2 MediaWiki:Recentchangestext 8 1005 1005 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 最近付け加えられた変更はこのページで確認できます。 af2f301a160de1f69bac488aab967c15686e8856 MediaWiki:Recreate 8 1006 1006 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新規作成する f7e189fdc9afebf37eafd9352bf7263238e9d364 MediaWiki:Redirectedfrom 8 1007 1007 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ($1 から転送) ad07a4adc7bcf85c544ae34bf91fc8ed0f55e75d MediaWiki:Redirectingto 8 1008 1008 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [[$1]]へ転送しています... 750e34335f409bf6de718c63793c9e6c0f2f15fa MediaWiki:Redirectpagesub 8 1009 1009 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki リダイレクトページ 8b3271765e198aeea029406a690afe9ba94a9b45 MediaWiki:Remembermypassword 8 1010 1010 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki セッションを越えてパスワードを記憶する b26738229e0757016cdb1b9281c8e90a66ea613e MediaWiki:Removechecked 8 1011 1011 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki チェックした項目をウォッチリストから削除 b01c7d5f81e08b2c98f8df61391c4b1720edf197 MediaWiki:Removedwatch 8 1012 1012 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストから削除しました 8a69e6bac6ef3f00ac93a21ee448a64848a340c6 MediaWiki:Removedwatchtext 8 1013 1013 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページ "$1" をウォッチリストから削除しました。 0eae9105f6f7a82d1ba7a1d5746d20eb72b4c57a MediaWiki:Removingchecked 8 1014 1014 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 要求された項目をウォッチリストから削除しています: ff370ac2de47328fb77fdefb0cd8bb306ea6935b MediaWiki:Resetprefs 8 1015 1015 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 設定の初期化 80b46452ce608f5403901757225df5b49f83ec15 MediaWiki:Restorelink 8 1016 1016 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 削除された $1 編集 c2ab3edf877a3c7c9267eba5b91e9533ca5063d1 MediaWiki:Restrictedpheading 8 1017 1017 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 制限のある特別ページ 543e186f918439f7618a466a2ffa6a838fe30801 MediaWiki:Restriction-edit 8 1018 1018 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 編集 d107b864c37815fbb4849cf3a387fa5819cebadb MediaWiki:Restriction-move 8 1019 1019 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動 9a97fc3ae6bdec96fb5d6372aa6f03e27608f8df MediaWiki:Resultsperpage 8 1020 1020 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 1ページあたりの表示件数: a7a71f63d33f7943cefcac0699a2478ab6c5c76e MediaWiki:Retrievedfrom 8 1021 1021 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki "$1" より作成 6f83c1cd75057f3e9f4cfe6e5dbc682d54b880d6 MediaWiki:Returnto 8 1022 1022 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 に戻る。 6d80f2178a29f3c27eee02f28390db03ecd11178 MediaWiki:Retypenew 8 1023 1023 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 新しいパスワードを再入力: 2df6c890c285f30da6b6f8a554050d20db9d21fc MediaWiki:Reupload 8 1024 1024 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 再アップロード 0f9dbb538a8ccdf87805cceafbd0897af25d0d0b MediaWiki:Reuploaddesc 8 1025 1025 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki アップロードのフォームへ戻る dd4c2f8ff3890fd7d04080b1888541cab7485408 MediaWiki:Rev-deleted-comment 8 1026 1026 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki (要約は削除されています) 5d81d7301b15bb8a04202c8dcc730a0b12b708a4 MediaWiki:Rev-deleted-text-permission 8 1027 1027 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <div class="mw-warning plainlinks"> この版は公の履歴から削除されました。[{{fullurl:Special:Log/delete|page={{PAGENAMEE}}}} 削除記録]におそらくログがあります。</div> 89a9f18028f364524f902cb57f73ef530741829f MediaWiki:Rev-deleted-text-view 8 1028 1028 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <div class="mw-warning plainlinks"> この版は公の履歴から削除されており、このサイトの{{int:group-sysop}}だけが内容を見ることができます。削除の詳細は[{{fullurl:Special:Log/delete|page={{PAGENAMEE}}}} 削除記録]を参照してください。 </div> d92234bad60faddfd04ca2e965b93aa9cce56974 MediaWiki:Rev-deleted-user 8 1029 1029 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki (投稿者名は削除されています) 42a8f798af39e95f77e4de02bfed063ded8a92dc MediaWiki:Rev-delundel 8 1030 1030 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 復帰/削除 4b8a86b8e0d8027bd4c3c872553c5629adb22769 MediaWiki:Revdelete-hide-comment 8 1031 1031 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 編集の要約を隠す 22b15f7d725deb8a64c0443ad87ad0422f65b0b4 MediaWiki:Revdelete-hide-restricted 8 1032 1032 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki これらの制限を{{int:group-sysop}}にも適用する 0d437cdb040e5e76b2a011e054aeb10be2fad65b MediaWiki:Revdelete-hide-text 8 1033 1033 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 版のテキストを隠す db0b7bf25942ceab0add355bd92366ac59c142f0 MediaWiki:Revdelete-hide-user 8 1034 1034 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 版の投稿者を隠す 85d7f584897fa10fccf36e3f0fddb004dbf954f7 MediaWiki:Revdelete-legend 8 1035 1035 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 版の削除の適用 3b2da396c839f6a71b90960baea79971a7e4a97b MediaWiki:Revdelete-log 8 1036 1036 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 要約: d7f66468158d5c1bd428f22a05ad0edaa513f90f MediaWiki:Revdelete-logentry 8 1037 1037 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [[$1]]の版の削除情報を操作しました d9545bd32de973033c4cbc7e857052d48210a890 MediaWiki:Revdelete-selected 8 1038 1038 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [[:$1]]の、以下の選択された版に対する操作: aafeffa9633f91ed33e7f831b2b95dc78e323b14 MediaWiki:Revdelete-submit 8 1039 1039 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 隠蔽の設定を適用 e804b31015c3100e2a8daf033771f414153ff2db MediaWiki:Revdelete-text 8 1040 1040 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 版の削除ではページの履歴にその版は表示されます。しかしその版に含まれるテキストにはアクセスできなくなります。 サーバ管理者にこれ以上の制限をかけられない限り、他の{{int:group-sysop}}は隠れた版を読んだり、元に戻したりできます。 46f398a31cf7967891eaf35d63a4f121f60b75b7 MediaWiki:Reverted 8 1041 1041 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以前のバージョンへの差し戻し (Reverted to earlier revision) 5a51507527c9598af2bd277bb031990b314fdd99 MediaWiki:Revertimg 8 1042 1042 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 差戻 512b29f1d56e520b6b53d54e0e7d66cbde9f0b23 MediaWiki:Revertmove 8 1043 1043 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 差し戻し 2ab84601777bd224c6c4b7ede7cb56b32e6f7425 MediaWiki:Revertpage 8 1044 1044 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $2 による編集を $1 による版へと差し戻しました。 ae44f86ac5017c7553b0741fb2177770c5bdfcb4 MediaWiki:Revhistory 8 1045 1045 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 変更履歴 9aab5d3037ec70510f7c87666b6f125843f1c76a MediaWiki:Revisionasof 8 1046 1046 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1の版 6de2e9cd8c4e7b554e3b4bcec6f6ec83839498c9 MediaWiki:Revisiondelete 8 1047 1047 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 版の削除と復帰 05db1c5089787140cfbb556d0d6382bf4b8676db MediaWiki:Revnotfound 8 1048 1048 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 要求された版が見つかりません。 b6f17ba39ec4d5c97653b93d62b3e2562714a272 MediaWiki:Revnotfoundtext 8 1049 1049 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 要求されたこのページの旧版は見つかりませんでした。このページにアクセスした URL をもう一度確認してください。 01ae0178a16d96f22a833dbad3f18ac9a6085b2f MediaWiki:Rfcurl 8 1050 1050 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki http://www.ietf.org/rfc/rfc$1.txt 767ad8a45782150c8934cab0f5d9903a4d95458d MediaWiki:Rights 8 1051 1051 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 権限: f6d8c0418201c521fe8d29e47afe0b7225345f08 MediaWiki:Rightslog 8 1052 1052 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 権限変更記録 941a148e6ed1d41638e507d54de55f5a0a9e505b MediaWiki:Rightslogentry 8 1053 1053 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $1 の権限を $2 から $3 へ変更しました。 0e4775ca637509cf18a57b6f34e1b87dd4f6db1f MediaWiki:Rightslogtext 8 1054 1054 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 以下は利用者権限変更の一覧です。 e3407b3e2611eaf314684981e318b435aa812fc9 MediaWiki:Rightsnone 8 1055 1055 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki (none) 3c6b183d348f955357b33a3fba45083e98ab8125 MediaWiki:Rollback 8 1056 1056 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 編集の差し戻し fc26b592ff45da2badbe77512fd7d2ecb4264897 MediaWiki:Rollback short 8 1057 1057 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 差し戻し 2ab84601777bd224c6c4b7ede7cb56b32e6f7425 MediaWiki:Rollbackfailed 8 1058 1058 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 差し戻しに失敗しました 3d6bd2d72d9aa8f67eeece1baa8668bc5ffb5cd2 MediaWiki:Rollbacklink 8 1059 1059 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 差し戻し 2ab84601777bd224c6c4b7ede7cb56b32e6f7425 MediaWiki:Rows 8 1060 1060 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 縦: 9166f66fd3e108ce25e6b06430ea5d3aa5340c25 MediaWiki:Saturday 8 1061 1061 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 土曜日 eae85310dc8ecabe89e5e42ae3e89caca6f9e88e MediaWiki:Savearticle 8 1062 1062 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 保存する 64f71689e86e408c4fba905010988b2d2e5ba30a MediaWiki:Savedprefs 8 1063 1063 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki オプションを保存しました ce48846929238fe793b9eb402c9b24edae2975eb MediaWiki:Savefile 8 1064 1064 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイルを保存 3d069dccc55afb715d748992bfc135a6df1e1ad0 MediaWiki:Saveprefs 8 1065 1065 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 設定の保存 fa53ba012f6adeb574b6d1e8fbb7b2ba6732cadb MediaWiki:Saveusergroups 8 1066 1066 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者の所属グループを保存 3c25beaf199058fa455a8fbef97b4cdd336d9e86 MediaWiki:Scarytranscludedisabled 8 1067 1067 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [Interwiki transcluding は無効になっています] e610b31c176c944a49471e67b8c59de8baacd036 MediaWiki:Scarytranscludefailed 8 1068 1068 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [テンプレート $1 の取得に失敗しました] 4a08a0a5f0fc89d1be4f734b19a6a03aff5945c4 MediaWiki:Scarytranscludetoolong 8 1069 1069 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki [URLが長すぎます] 1abc22c97f64017f20c2329bf24fc83b6a9162e7 MediaWiki:Search 8 1070 1070 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 検索 33d3427e6e8b2e9eaa031f042cc1019693a4f0db MediaWiki:Searchcontaining 8 1071 1071 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki '''$1''' を含むページの検索。 da4c534a423d0a8f78a99a5d51aa7d172649d479 MediaWiki:Searchdisabled 8 1072 1072 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <p>全文検索はサーバー負荷の都合から、一時的に使用停止しています。元に戻るまでGoogleでの全文検索を利用してください。検索結果は少し古い内容となります。</p> c08a54d4b8fa6c362fefafb5c9ae110bf9110962 MediaWiki:Searchfulltext 8 1073 1073 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 全文検索 4398462239b1b7021d3984ad759111bad8741469 MediaWiki:Searchnamed 8 1074 1074 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ページ名が '''$1''' の項目の検索。 37ea1678c07e7856748eeb92ae39b19bc17ba2ad MediaWiki:Searchresults 8 1075 1075 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 検索結果 4c297620d02e096a988cc001e15ea4316590f6f6 MediaWiki:Searchresultshead 8 1076 1076 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 検索 33d3427e6e8b2e9eaa031f042cc1019693a4f0db MediaWiki:Searchresulttext 8 1077 1077 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}の検索に関する詳しい情報は、[[{{ns:project}}:検索]]をご覧ください。 2d0896f7516e696dfea93e850840907b098be5cb MediaWiki:Searchsubtitle 8 1078 1078 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 問い合わせ: "[[$1]]" 9bf317897255e6f0dd741de43fd5beffb77626db MediaWiki:Searchsubtitleinvalid 8 1079 1079 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 問い合わせ: "$1" 686b9987e104d816153eda45005697f973571594 MediaWiki:Sectionlink 8 1080 1080 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 213edd2539ed96e6900bb40abd588edba35566c5 MediaWiki:Selectnewerversionfordiff 8 1081 1081 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 比較する新しい版を選択 e6d51d2b046bc7277c7985872b440797d5a128b3 MediaWiki:Selectolderversionfordiff 8 1082 1082 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 比較する古い版を選択 f64c0093103005cb70d68d2cb233892891d36f62 MediaWiki:Selfmove 8 1083 1083 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 移動元と移動先のページ名が同じです。自分自身へは移動できません。 2d154f920e95d5bc8295fff9116c8f7359e20d44 MediaWiki:Semiprotectedpagewarning 8 1084 1084 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki '''お知らせ:''' このページは登録利用者のみが編集できるよう保護されています。 76a16cc0dce6aa2f703f0c191ad21ed5e9eeb52f MediaWiki:Sep 8 1085 1085 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 9月 12ecf4c768037aafc4d2695793e5d99d89b0c05a MediaWiki:September 8 1086 1086 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 9月 12ecf4c768037aafc4d2695793e5d99d89b0c05a MediaWiki:Servertime 8 1087 1087 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki サーバの現在時刻 5c04a04c87c87ad22421fda5ae7c75af1725dab6 MediaWiki:Session fail preview 8 1088 1088 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <strong>セッションが切断されたため編集を保存できません。もう一度やりなおしてください。それでも失敗する場合、ログアウトしてからログインし直してください。</strong> f8628f7f17aa466a62e4f07547012430689989aa MediaWiki:Session fail preview html 8 1089 1089 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <strong>セッションデータが見つからないため、あなたの編集を保存することができませんでした。</strong> このウィキでは raw HTML の記述を許可しており、JavaScript でのアタックを予防するためにプレビューを隠しています。 <strong>この編集が問題ないものであるならば再度保存してください。それでもうまくいかない際には一度ログアウトして、もう一度ログインしてみてください。</strong> 903c54156e6681fcd5e4acadb9daa141723b0bc3 MediaWiki:Sessionfailure 8 1090 1090 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki あなたのログイン・セッションに問題が発生しました。この動作はセッションハイジャックを防ぐために取り消されました。ブラウザの「戻る」を押してからページを再読込し、もう一度送信してください。 738876b5f00f9bf02bccb27fffc7b5d954c8520a MediaWiki:Set rights fail 8 1091 1091 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <b>利用者 "$1" の権限を設定できませんでした。利用者名を正しく入力していたかどうか確認してください。</b> 41f47b5ae8bc27490d25dd5d416a54066ac9eb14 MediaWiki:Set user rights 8 1092 1092 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 利用者権限の設定 6f94f373b538bfef33181c287d7588ee69481309 MediaWiki:Setbureaucratflag 8 1093 1093 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki “{{int:group-bureaucrat}}” フラグをセット a6b2882c6d0274178798db613660a95c7f21d179 MediaWiki:Setstewardflag 8 1094 1094 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki “{{int:group-steward}}” フラグをセット 227b3a5dc4bbf444931e0df93b907ad09f50816c MediaWiki:Shareddescriptionfollows 8 1095 1095 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki - 3bc15c8aae3e4124dd409035f32ea2fd6835efc9 MediaWiki:Sharedupload 8 1096 1096 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki このファイルは共有されており、他のプロジェクトで使用されている可能性があります。 2e744ff1f34292879295e943197316ee8bd2eaec MediaWiki:Shareduploadwiki 8 1097 1097 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 詳しい情報は$1を参照してください。 21a5fa6b907240b3a3c20973ef9c54cf8abbe3ad MediaWiki:Shareduploadwiki-linktext 8 1098 1098 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ファイルの詳細ページ 1ce63e0e08509f0670c84d22eadc62dc0eef0acc MediaWiki:Shortpages 8 1099 1099 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 短いページ 75f05eaae3f41f61aecea296857169450857ec26 MediaWiki:Show 8 1100 1100 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 表示 a46924362170899f2cf4bc50ba4988e781c5a643 MediaWiki:Showbigimage 8 1101 1101 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 高解像度版をダウンロードする ($1x$2, $3 KB) 30515affd2fde8832c1db1230986095df08f299e MediaWiki:Showdiff 8 1102 1102 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 差分を表示 b98f2acbc1b876d9dc19aff98c8c3643180cbea1 MediaWiki:Showhidebots 8 1103 1103 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki (ボットを$1) 3b470c7a7910e026f65d29bdd7cb269c720269d4 MediaWiki:Showingresults 8 1104 1104 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <b>$2</b> 件目から <b>$1</b> 件を表示しています。 ae8477d4b8c721e4bae99a2c8e3c9485a2b29471 MediaWiki:Showingresultsnum 8 1105 1105 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki <b>$2</b> 件目から <b>$3</b> 件を表示しています。 e65fd0902b687710ff0ffb37f62deb366f910ec3 MediaWiki:Showlast 8 1106 1106 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki $2に $1 枚の画像を表示 e13b740cd992af0b33a8d980337e96d2c9337ddc MediaWiki:Showlivepreview 8 1107 1107 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki ライブプレビュー 6bfac95f840e1c66dd36d78c76f6f3cc841f1c2c MediaWiki:Showpreview 8 1108 1108 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki プレビューを実行 a7f18dfaf6ce78fe1e28c1b7f03eab984084af3d MediaWiki:Showtoc 8 1109 1109 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 表示 a46924362170899f2cf4bc50ba4988e781c5a643 MediaWiki:Sidebar 8 1110 1110 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki * navigation ** mainpage|mainpage ** portal-url|portal ** currentevents-url|currentevents ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help ** sitesupport-url|sitesupport af994abf1e4155349addb7f6e4b390a529f7606d MediaWiki:Sig tip 8 1111 1111 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki 時刻つきの署名 eb66f9fcafe6a526a0750f13b4e685bbc01c2648 MediaWiki:Signupend 8 1112 1112 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki {{int:loginend}} df554b3ee2c7e714186c97705355e4c2003b44ad MediaWiki:Sitenotice 8 1113 1113 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki - 3bc15c8aae3e4124dd409035f32ea2fd6835efc9 MediaWiki:Sitestats 8 1114 1114 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki サイト全体の統計 53ed51825b575578aa88197adfd4ecee421b27fd MediaWiki:Sitestatstext 8 1115 1115 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki データベース内には'''$1'''ページのデータがあります。この数字には「ノートページ」や「{{SITENAME}}関連のページ」、「書きかけのページ」、「リダイレクト」など、記事とはみなせないページが含まれています。これらを除いた、記事とみなされるページ数は約'''$2'''ページになります。 '''$8'''個のファイルがアップロードされました。 ページの総閲覧回数は'''$3'''回です。また、'''$4'''回の編集が行われました。平均すると、1ページあたり'''$5'''回の編集が行われ、1編集あたり'''$6'''回閲覧されています。 [http://meta.wikimedia.org/wiki/Help:Job_queue job queue] の長さは '''$7''' です。 cb3aebab62b2ec799b23db6b312bd97a6f6eca67 MediaWiki:Sitesubtitle 8 1116 1116 2006-11-13T00:35:54Z MediaWiki default 0 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 MediaWiki:Sitesupport 8 1117 1117 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 寄付 9b02ee8bd697b19f10cdbe274c68de255e147970 MediaWiki:Sitesupport-url 8 1118 1118 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki Project:Site support a2177a7737947071bc6bbd9cac1baf157ee26164 MediaWiki:Sitetitle 8 1119 1119 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}} 3879910e8b355a24373fd09ccc909145b2639907 MediaWiki:Siteuser 8 1120 1120 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}の利用者$1 aaae8c933953d66875bb935dd8bb73dd826c6c76 MediaWiki:Siteusers 8 1121 1121 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}の利用者$1 aaae8c933953d66875bb935dd8bb73dd826c6c76 MediaWiki:Skin 8 1122 1122 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 外装 cdd6312298ffe8d63dcf7b5b5c097054f821df49 MediaWiki:Skinpreview 8 1123 1123 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki (プレビュー) ac94a3c40b9201b4520418a4bc23345bcd325756 MediaWiki:Sorbs 8 1124 1124 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki SORBS DNSBL 1387b0eed88fd9be064e73386b4b98e6e88e18c2 MediaWiki:Sorbs create account reason 8 1125 1125 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたのIPアドレスがオープンプロクシであると、[http://www.sorbs.net/ SORBS] DNSBLに掲載されているため、アカウントを作成できません。 dab3b9184dd0f5e0e284cd60eb673f44f3459211 MediaWiki:Sorbsreason 8 1126 1126 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたのIPアドレスはオープンプロクシであると、[http://www.sorbs.net/ SORBS] DNSBLに掲載されています。 a22b9b109d8c94927bc4a099fad0bc9da019684e MediaWiki:Sourcefilename 8 1127 1127 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ファイル名 cabf58b242bdc8f598ee8d1a25a9afbe55613246 MediaWiki:Sp-contributions-newbies-sub 8 1128 1128 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 新規利用者 3eb18b81ba039f3049ba956977f8c1462fb275ab MediaWiki:Sp-contributions-newer 8 1129 1129 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 前 $1 3324a0b1ccbc740078046ed518d040906f3562fc MediaWiki:Sp-contributions-newest 8 1130 1130 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 最新 7e805a1230c037b6773d550d0d60b8250a7d23c2 MediaWiki:Sp-contributions-older 8 1131 1131 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 次 $1 f696ed2d2f4e0c5b709423c95d95b455d2e6afdf MediaWiki:Sp-contributions-oldest 8 1132 1132 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 最古 7a02b4c557ff3704f9058a71602a99af1000fe4b MediaWiki:Sp-newimages-showfrom 8 1133 1133 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1 以後現在までの新着画像を表示 550af1a06041c0c57e335a80474630a8eef472c4 MediaWiki:Spam blanking 8 1134 1134 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki すべての版から $1 へのリンクを削除 73ff586df8ef6754c0334a71df8e595edded7d45 MediaWiki:Spam reverting 8 1135 1135 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1 へのリンクを含まない以前の版に差し戻し 43d136eab6098f2c0538d0a048dacdb3ab9f23d3 MediaWiki:Spambot username 8 1136 1136 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki MediaWiki スパム除去 64d07d742e89a5ac37939833a3c09f52fb1629ba MediaWiki:Spamprotectionmatch 8 1137 1137 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 以下はスパム・フィルターによって検出されたテキストです: $1 0bb63c01e706bf3e256195d61696bf9f7df12aea MediaWiki:Spamprotectiontext 8 1138 1138 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたが保存しようとしたページはスパム・フィルターによって保存をブロックされました。これは主に外部サイトへのリンクが原因です。 5fc0769570ec09e8de7255980b60e0f5eddb9eb9 MediaWiki:Spamprotectiontitle 8 1139 1139 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki スパム防御フィルター 9cd0725fffb1c1570f6ac60d8a7ffb60d6923dab MediaWiki:Speciallogtitlelabel 8 1140 1140 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki タイトル: 3d68adf3f3c0cf09c8de16ae744ab9f2275670b2 MediaWiki:Specialloguserlabel 8 1141 1141 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者名: d4922573b22e9b3245a5c57de68a3a2c2bcfdb54 MediaWiki:Specialpage 8 1142 1142 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 特別ページ dbdf41031edb061377842f56b2677a6c806953e9 MediaWiki:Specialpages 8 1143 1143 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 特別ページ dbdf41031edb061377842f56b2677a6c806953e9 MediaWiki:Spheading 8 1144 1144 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 特別ページ dbdf41031edb061377842f56b2677a6c806953e9 MediaWiki:Sqlhidden 8 1145 1145 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki (SQL query hidden) 6f9369cabd2a8c8f8a18a39864652bfe6fde2d70 MediaWiki:Statistics 8 1146 1146 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アクセス統計 15bb439d97942428d25fd430575bac2d310e9710 MediaWiki:Storedversion 8 1147 1147 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 保存された版 4e0e24a279bd1b4276b98f150df4af74d3905f85 MediaWiki:Stubthreshold 8 1148 1148 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki スタブ表示にする閾値: b4209b1065830a9169257494268666fb55602109 MediaWiki:Subcategories 8 1149 1149 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki サブカテゴリ 9b7b46f2905b689378effb1ec2b38f79beeaec03 MediaWiki:Subcategorycount 8 1150 1150 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このカテゴリには $1 のサブカテゴリがあります。 48937973716dbcd1f64827d710d39fce998555e1 MediaWiki:Subject 8 1151 1151 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 題名・見出し 9d74c02a61a346890c4bd09d60feb714c697e3ee MediaWiki:Subjectpage 8 1152 1152 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki サブジェクト・ページ 65f03b3b07b0630702a1b790a20f30a3b7bb76c3 MediaWiki:Successfulupload 8 1153 1153 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロード成功 f89f9ec0c9a5b9b6a5977849f2495b3a79d9cb73 MediaWiki:Summary 8 1154 1154 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集内容の要約 83b43bb38561b7d2279b440ddd6785b626a73db6 MediaWiki:Sunday 8 1155 1155 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 日曜日 ed448a8b8e4dc7e46b610e6d69895159637827c4 MediaWiki:Sysoptext 8 1156 1156 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたの要求した処理は{{int:group-sysop}}のみが実行できます。 $1を参照してください。 13cc178efe3b64e1a3626e1f39c1fc3f7c68d07e MediaWiki:Sysoptitle 8 1157 1157 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki {{int:group-sysop}}によるアクセスが必要 973b4f528acd93f76a924e7399ee0fb8f8abeb0f MediaWiki:Tagline 8 1158 1158 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 出典: {{SITENAME}} 7abce084b29a031215a4e4de80835607062ac166 MediaWiki:Talk 8 1159 1159 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ノート ac3e6d2e7121b2918cd5d40f68a6c79241452fba MediaWiki:Talkexists 8 1160 1160 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ページ自身は移動されましたが、付随のノートページは移動先のページが存在したため移動できませんでした。手動で内容を統合してください。 4da15a3d5c1cc268a7bd7084fb4f087d36a39eaa MediaWiki:Talkpage 8 1161 1161 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページのノート 8cfc4e017f10b6939e5c3ccef5860eb2753e7dc5 MediaWiki:Talkpagemoved 8 1162 1162 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 付随のノートのページも移動しました。 c72e21e1119035a1e23d334a965540342e171e36 MediaWiki:Talkpagenotmoved 8 1163 1163 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 付随のノートのページは<strong>移動されませんでした。</strong> 7d2391079f0a5994277fefc72a918a81fecbfbf6 MediaWiki:Talkpagetext 8 1164 1164 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki <!-- MediaWiki:talkpagetext --> 40fbd567dd53377b757910f9ff988651a07f25ca MediaWiki:Templatesused 8 1165 1165 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページで使われているテンプレート: ab35e6195c91b22494679194be9a5255b50d0d3b MediaWiki:Textboxsize 8 1166 1166 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集画面 f35c9260e55d4c2c19fbde1a7c7d5ca936ad56c7 MediaWiki:Textmatches 8 1167 1167 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ページ内本文と一致 eb4bce92a76c9786b54c6cb3747d6153a22b7e4e MediaWiki:Thisisdeleted 8 1168 1168 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1 を参照または復帰する。 c106e3811aeffa8fb3b06beb2764055f7decec11 MediaWiki:Thumbnail-more 8 1169 1169 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 拡大 539df472aa464ec3f6de72d52c1edded7a51f40c MediaWiki:Thumbnail error 8 1170 1170 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki サムネイルの作成中にエラーが発生しました: $1 2c4d3056d9f801def518d6a22428ae4c74a6a7a4 MediaWiki:Thumbsize 8 1171 1171 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki サムネイルの大きさ: 61930735dfe2bcdfe7cafdeefb6d6262716e4e35 MediaWiki:Thursday 8 1172 1172 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 木曜日 d807e193c5174110e8c82eb295dc2939190f9f2b MediaWiki:Timezonelegend 8 1173 1173 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki タイムゾーン 971672c640a301a7b976682b0a66f3abb083c7a9 MediaWiki:Timezoneoffset 8 1174 1174 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 時差¹ edb491208555e6cd9d097198ce163c46b33bfa3d MediaWiki:Timezonetext 8 1175 1175 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki UTCとあなたの地域の標準時間との差を入力してください(日本国内は9:00)。 cbb90672302acbf6e36c8960e3fd337c866c3777 MediaWiki:Titlematches 8 1176 1176 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 項目名と一致 9fe9b74b63faa5e9f278094dc5ced48bd24a1d9d MediaWiki:Toc 8 1177 1177 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 目次 6b1eeb27b1c2b942d81687798f3bd834ab7bb14b MediaWiki:Tog-autopatrol 8 1178 1178 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 自分の編集をパトロール済みにする a4a1fbed51d98dc7b37269037908478dd941682c MediaWiki:Tog-editondblclick 8 1179 1179 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ダブルクリックで編集する (JavaScript) a26149d71bf9080692f6836f718bccc7aadc166b MediaWiki:Tog-editsection 8 1180 1180 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki セクション編集用リンクを有効にする 01f32371133dfd774d8919061558906c8bf742e2 MediaWiki:Tog-editsectiononrightclick 8 1181 1181 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki セクションタイトルの右クリックでセクション編集を行えるようにする (JavaScript) 04b52a722a5785d8a99e0ec6491ce820c7cda779 MediaWiki:Tog-editwidth 8 1182 1182 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki テキストボックスを横幅いっぱいに表示する 50bc786b362d6e62591ae528a66b8f2eeb647f97 MediaWiki:Tog-enotifminoredits 8 1183 1183 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 細部の編集でもメールを受け取る 511a24b70b8bbf6600b0cd120db9f4c0b4c19a30 MediaWiki:Tog-enotifrevealaddr 8 1184 1184 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなた以外に送られる通知メールにあなたのメールアドレスを記載する 468f8d4aec41114b0b8b0a7f1a30c4c3aa6fd0ac MediaWiki:Tog-enotifusertalkpages 8 1185 1185 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 自分の会話ページが更新されたときにメールを受け取る d30576e66df3a96659ebc26a3fe856d08f3e4931 MediaWiki:Tog-enotifwatchlistpages 8 1186 1186 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストにあるページが更新されたときにメールを受け取る 54b96705153e574b502cb9b096a1af521321699d MediaWiki:Tog-extendwatchlist 8 1187 1187 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストを拡張する e0b60203c8b5262be626a304ea3d0a29fc53e274 MediaWiki:Tog-externaldiff 8 1188 1188 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 差分表示に外部アプリケーションを使う ba2eeba31dcd03dc0d89a6f704d4f17b28c82272 MediaWiki:Tog-externaleditor 8 1189 1189 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集に外部アプリケーションを使う 77ffaa9e167464f2bb1ad9048e75e2bfb8a05138 MediaWiki:Tog-fancysig 8 1190 1190 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 署名を自動的に利用者ページへリンクさせない e394e381611cd02f16a2b9d344da2ed5ca20cb7b MediaWiki:Tog-forceeditsummary 8 1191 1191 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 要約欄が空欄の場合に警告する d9e7648d9a67f4fabaca9d740f7c94c29d98f2e9 MediaWiki:Tog-hideminor 8 1192 1192 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 最近更新したページから細部の編集を隠す 6335e4c66488a20aad35a90e84e87f59f24cc580 MediaWiki:Tog-highlightbroken 8 1193 1193 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 未作成のページへのリンクをハイライトする 19f536a55cd2cb06e4490dd4a9bd52e9a3891e58 MediaWiki:Tog-justify 8 1194 1194 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 段落を均等割り付けする 4f0f472044828f87dbf7fc8b2fcadfabf3dad9c3 MediaWiki:Tog-minordefault 8 1195 1195 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 細部の編集をデフォルトでチェックする d8f0651ccb6365c76f655f2a401ad6b8412b164a MediaWiki:Tog-nocache 8 1196 1196 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ページをキャッシュしない 3e2c7356e7c8ac42614a438095b28264b08c754a MediaWiki:Tog-numberheadings 8 1197 1197 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 見出しに番号を振る 45c01aeb2adce0957035df9d907cdd3d6a606647 MediaWiki:Tog-previewonfirst 8 1198 1198 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集開始時にもプレビューを表示する 47a01810ea92d019983ebb3b72695aeae3b0cc80 MediaWiki:Tog-previewontop 8 1199 1199 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki プレビューをテキストボックスの前に配置する 25e2cd28a77f83995f0841709835f32a72dde265 MediaWiki:Tog-rememberpassword 8 1200 1200 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki セッションを越えてパスワードを記憶する b26738229e0757016cdb1b9281c8e90a66ea613e MediaWiki:Tog-showjumplinks 8 1201 1201 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アクセシビリティのための "{{int:jumpto}}" リンクを有効にする 267ad1db27361deca7851ff4ca46c3a08f517550 MediaWiki:Tog-shownumberswatching 8 1202 1202 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ページをウォッチしている利用者数を表示する c4863b04f5e7a0aadc33bd9b90078d8166c78cad MediaWiki:Tog-showtoc 8 1203 1203 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 目次を表示する (4つ以上の見出しがあるページ) 5b6d15caeb8af9f5fd03e1c3a4914732ce1f7e94 MediaWiki:Tog-showtoolbar 8 1204 1204 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集ボタンを表示する 0037e139b3aaffbafbfdb66b1552bdeb982d4e80 MediaWiki:Tog-underline 8 1205 1205 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki リンクの下線: f5b43e5993a1f14760c3444ac27f2e37c10a3b8b MediaWiki:Tog-uselivepreview 8 1206 1206 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ライブプレビューを使用する (JavaScript, 試験中の機能) 9a52bdc535097fa8a91d4479fb496d3e52b6e231 MediaWiki:Tog-usenewrc 8 1207 1207 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 最近更新したページを拡張する(ブラウザによっては使えないことがあります) 2820a7b066f334def200513a5c1e7acb5b79cf81 MediaWiki:Tog-watchcreations 8 1208 1208 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 自分で作成したページをウォッチリストに追加する 14cd852f91da8ab9761e82d42590fabe5ce13418 MediaWiki:Tog-watchdefault 8 1209 1209 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集したページをウォッチリストに追加する 9dabcb9c70dd24f037458b4de279b4beeb0e7e90 MediaWiki:Tog-watchlisthidebots 8 1210 1210 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ボットによる編集を表示しない 0d50a9c820cb6dd4cc77ec41f88a085fcea8de16 MediaWiki:Tog-watchlisthideown 8 1211 1211 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 自分の編集を表示しない 964fc1cf6d296a3b92775c0734faeb8d6e361fc0 MediaWiki:Toolbox 8 1212 1212 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ツールボックス 65d4e621508f816f6fb86f3efc6bfe20fa4e11af MediaWiki:Tooltip-compareselectedversions 8 1213 1213 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 選択された二つの版の差分を表示します。 [alt-v] 6bb49b3670a664628513a308701b7abc173a1149 MediaWiki:Tooltip-diff 8 1214 1214 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたが編集した版の変更点を表示します。[alt-d] c189ba3a0103ffd85f3fe67141da21153b5244c2 MediaWiki:Tooltip-minoredit 8 1215 1215 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki この編集を細部の変更とマーク [alt-i] 727c8bf898d477bc2335bc59f6800fd06caa255b MediaWiki:Tooltip-preview 8 1216 1216 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集結果を確認します。保存前に是非使用してください。 [alt-p] d1243a0ca0f8fb96050e212ae10674a908df8056 MediaWiki:Tooltip-recreate 8 1217 1217 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このままこのページを新規作成する 29efe77e939905efd73b95c58d7e5689dc944e1d MediaWiki:Tooltip-save 8 1218 1218 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集を保存します。 [alt-s] 86b98d80d92087617ebe3ee4ff751c6243146196 MediaWiki:Tooltip-search 8 1219 1219 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウィキ内を検索 [alt-f] 2f65a2ff39d45eb82cf1ee9cc9ad1fcc36cdfc6a MediaWiki:Tooltip-watch 8 1220 1220 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページをウォッチリストへ追加します。 [alt-w] be62cb5c6fb310aca71a0c208b87888c10607a78 MediaWiki:Trackback 8 1221 1221 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ; $4$5 : [$2 $1] b4ab559d04bfe6c05cffa07b69c066349c3aa669 MediaWiki:Trackbackbox 8 1222 1222 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki <div id="mw_trackbacks"> この項目へのトラックバック: $1 </div> cbef9e3bd74af88270627abe31db69811739c858 MediaWiki:Trackbackdeleteok 8 1223 1223 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki トラックバックを削除しました。 b7026b6d78293f0223f86618ebc5fc77d834fe42 MediaWiki:Trackbackexcerpt 8 1224 1224 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ; $4$5 : [$2 $1]: <nowiki>$3</nowiki> f6f22de089ee0c319dbc7290490d78ab4b927714 MediaWiki:Trackbacklink 8 1225 1225 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki トラックバック 2acea1f363a77ab489a58b667a5d9a0dc047efa1 MediaWiki:Trackbackremove 8 1226 1226 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ([$1 削除]) 44c4cd8147472b334eb59d4d51426030788ad581 MediaWiki:Tryexact 8 1227 1227 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 一致する項目を検索 fb39a26b1d1bb7e3e54db0085fed5329eb3ed879 MediaWiki:Tuesday 8 1228 1228 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 火曜日 9544988aaeed10cc9f9e9850fdb46272079b2ab9 MediaWiki:Uclinks 8 1229 1229 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 過去 $2 日間の $1 編集 fd7f52b61f19095fae8ffb429f7f6ea31b006cfe MediaWiki:Ucnote 8 1230 1230 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者 <b>$1</b> によるここ <b>$2</b> 日間の編集です。 4ec5cb97632fa713c20990791731959498e93879 MediaWiki:Uctop 8 1231 1231 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki (最新) 7222ccecbe90c542d05723a14a0f1b9340182bb9 MediaWiki:Uid 8 1232 1232 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者ID: 7365200295e97e30a023ee57637b9c8d337b1e76 MediaWiki:Unblocked 8 1233 1233 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki [[User:$1|$1]] の投稿ブロックを解除しました 5f261711395ec82dd1cbed91694ce522322591d8 MediaWiki:Unblockip 8 1234 1234 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 投稿ブロックを解除する 4298c12c37ed0273e6f7d9e72f4df257da87ac5e MediaWiki:Unblockiptext 8 1235 1235 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 以下のフォームで利用者またはIPアドレスの投稿ブロックを解除できます。 bd7f42bb93b4317d26bfd1474c1f607f41fb75fd MediaWiki:Unblocklink 8 1236 1236 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ブロック解除 a27969e65419d69bc74a3a7bad66190da7d4472b MediaWiki:Unblocklogentry 8 1237 1237 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki "$1" をブロック解除しました 678a2c19bcfc2add785910fe3159dd936f69e9c3 MediaWiki:Uncategorizedcategories 8 1238 1238 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki カテゴリ未導入のカテゴリ c0b37a6098827bf8626db6145ce398ea1cdfecdd MediaWiki:Uncategorizedimages 8 1239 1239 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki カテゴリ未導入の画像 90fd5fa0a62665f0fdc3ab6e94b5e7045fb383c7 MediaWiki:Uncategorizedpages 8 1240 1240 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki カテゴリ未導入のページ ded6a06c65e2aac19588dd85bf480c143b211ba5 MediaWiki:Undelete 8 1241 1241 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 削除されたページを参照する e4f3156883d0e49df5144f7dd8b92b56ddaf686d MediaWiki:Undelete short 8 1242 1242 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 削除済$1版 a1358dd22fe8ae681871cde108d6c322d9c19fb6 MediaWiki:Undeletearticle 8 1243 1243 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 削除済みページの復帰 b427d66b00b9b114e3cba5b01e030b56ee499161 MediaWiki:Undeletebtn 8 1244 1244 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 復帰 e379607481c01ef83d2d1af27b764fcbafd9f09a MediaWiki:Undeletecomment 8 1245 1245 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki コメント: bbe84f82ded47f73608d51553fca4b381d6c3a96 MediaWiki:Undeletedarticle 8 1246 1246 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki "$1" を復帰しました。 84c52b3abbc9002ac6113af76efac0a797b308db MediaWiki:Undeletedfiles 8 1247 1247 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1 ファイルを復帰しました 4567899fb97a0be7f4175513c3867caf5c3c7c10 MediaWiki:Undeletedpage 8 1248 1248 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki <big>'''$1 を復帰しました。'''</big> 最近の削除と復帰については[[Special:Log/delete|削除記録]]を参照してください。 42b1856563a08a3aa40076a4dd93d5c1e89c779f MediaWiki:Undeletedrevisions 8 1249 1249 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1 版を復帰しました。 d89e1267827bcb8db6ce8d7521ae5b250d380659 MediaWiki:Undeletedrevisions-files 8 1250 1250 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1 版のページと $2 ファイルを復帰しました ee6c7bcceebee4a63def5d23da9b44cd4963c02d MediaWiki:Undeleteextrahelp 8 1251 1251 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 全ての版を復帰する場合は、全ての版のチェックボックスを選択していない状態で「{{int:undeletebtn}}」ボタンをクリックしてください。 特定の版を復帰する場合は、復帰する版のチェックボックスを選択した状態で「{{int:undeletebtn}}」ボタンをクリックしてください。 「{{int:undeletereset}}」ボタンををクリックするとコメント欄と全てのチェックボックスがクリアされます。 fb9fdb40fe1f348a2c205e1402c06b6eeb33db8a MediaWiki:Undeletehistory 8 1252 1252 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ページの復帰を行うと、通常は履歴にある全ての編集が復帰します。特定版の復帰を行う場合は、{{int:undeletebtn}}ボタンを押す前に復帰対象版のチェックボックスを選択してください。 8a87c912c54a3b762727c3dc8bb2639e26a36fdd MediaWiki:Undeletehistorynoadmin 8 1253 1253 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 過去にこのページの全てもしくは一部が削除されています。以下に示すのは削除記録と削除された版の履歴です。削除された各版の内容は{{int:group-sysop}}のみが閲覧できます。 5af75004ae4efda367aae605bbd32b5326532649 MediaWiki:Undeletepage 8 1254 1254 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 削除された編集の参照と復帰 f2f7657578070ec4e81668937b667869b8681d97 MediaWiki:Undeletepagetext 8 1255 1255 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 以下のページは削除されていますが、アーカイブに残っているため、復帰できます。アーカイブは定期的に消去されます。 3b25a406cbf83e86157cf56e608008cea9744e56 MediaWiki:Undeletereset 8 1256 1256 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki リセット 97b0a1c0a9299d48da9957443dfd728cc77acc98 MediaWiki:Undeleterevision 8 1257 1257 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 削除された $1 の版 6a8271c127b61cbb835dd26e116d0587293cb6fa MediaWiki:Undeleterevisions 8 1258 1258 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1版保管 92ee2ee2eac604858a7b9066ba05b49ca962871f MediaWiki:Underline-always 8 1259 1259 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 常に付ける 204484d11e449d7ea670cf394810f61243df239a MediaWiki:Underline-default 8 1260 1260 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ブラウザに従う 87dffccbdbb629531bb38c70de8a3a9d19551054 MediaWiki:Underline-never 8 1261 1261 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 常に付けない 0c16d0a1a9d6165faae4ce9212cc3ded52c80543 MediaWiki:Unexpected 8 1262 1262 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 値が異常です: $1 = "$2" fba1913ed3e230297c025dc5c183e92d635506a1 MediaWiki:Unit-pixel 8 1263 1263 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki px 07a65dd6489a00292c1aedf7d46981d92654f653 MediaWiki:Unlockbtn 8 1264 1264 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ロック解除 9a6e269e9221642a3e536fa17ff461bee6e54f37 MediaWiki:Unlockconfirm 8 1265 1265 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ロックを解除する 98782eb4ad9d64cb00bb775781bf077df4efd2bd MediaWiki:Unlockdb 8 1266 1266 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki データベースのロック解除 f491c8e021d580643f799c3f6c16fc7125d3b8c0 MediaWiki:Unlockdbsuccesssub 8 1267 1267 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki データベースのロックは解除されました 69e82e0051da7949f67758089f18d573fdb03402 MediaWiki:Unlockdbsuccesstext 8 1268 1268 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki データベースのロックは解除されました。 77b68054515d0311b0c35f735d5c8c3bd105fa72 MediaWiki:Unlockdbtext 8 1269 1269 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki データベースのロックを解除することで利用者はページを編集できるようになり、オプションを変更できるようになり、ウォッチリストを編集できるようになるなど、データベースに書き込む全ての作業ができるようになります。本当にデータベースのロックを解除していいかどうか確認してください。 3158ae2d58eb3c494737ec0a653208e04575e8c6 MediaWiki:Unprotect 8 1270 1270 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 保護解除 7caf33a05ef0b0bc0d855403d9fd76d5dfe19c38 MediaWiki:Unprotectcomment 8 1271 1271 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 保護解除の理由 90c67fd7e7a387f5185cee504dfe44dec4a8b270 MediaWiki:Unprotectedarticle 8 1272 1272 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki "$1" の保護を解除しました。 c29637e9331ae53a48a1eed17529c9bf69009940 MediaWiki:Unprotectsub 8 1273 1273 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki "$1" の保護解除 72f26bcb5b40cca5a3c4eda751fe7b06ea4b0f9f MediaWiki:Unprotectthispage 8 1274 1274 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ページ保護解除 f15ad3d22d9cb8aa388d445aa3f3d263166561d1 MediaWiki:Unusedcategories 8 1275 1275 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 使われていないカテゴリ 9ee1dc3610180853abb39ae7c7e139196c183d65 MediaWiki:Unusedcategoriestext 8 1276 1276 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 以下のカテゴリページはどの項目・カテゴリからも使われていません。 e3cda6f4f222541731333956434d471f507d7706 MediaWiki:Unusedimages 8 1277 1277 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 使われていない画像 2a3eb11f10564df420e972ec8bcdd74755429e4c MediaWiki:Unusedimagestext 8 1278 1278 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki <p>他のウェブサイトがURLを直接用いて画像にリンクしている場合もあります。以下の画像一覧には、そのような形で利用されている画像が含まれている可能性があります。</p> a626d1d8fd4d5234ed22ff5de014570d4512c947 MediaWiki:Unusedtemplates 8 1279 1279 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 使われていないテンプレート 3ff9ea4b2bc15fa2e8a7bb8a106b6de68352e0eb MediaWiki:Unusedtemplatestext 8 1280 1280 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページでは {{ns:template}} 名前空間にあって他のページから使用されていないものを一覧にしています。削除する前にリンク元を確認してください。 50a8ede6f2a8bd93300b97a25096dc6b7ae030fa MediaWiki:Unusedtemplateswlh 8 1281 1281 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki リンク元 78cf2077a095221c77132507692796fd1364134b MediaWiki:Unwatch 8 1282 1282 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストから削除 eb4c8e70f8251c2553afe23a8256395250a8cafd MediaWiki:Unwatchedpages 8 1283 1283 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチされていないページ 09fbc4063a53cea5e07da7306ffbb03cb7e2ac1a MediaWiki:Unwatchthispage 8 1284 1284 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストから削除 eb4c8e70f8251c2553afe23a8256395250a8cafd MediaWiki:Updated 8 1285 1285 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki (更新) 23d80e784c417a6d78461fd17ddaefd1534b4638 MediaWiki:Updatedmarker 8 1286 1286 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 最後の訪問から更新されています 431a25f3b05dc9182b3c2384a8936ebb4c4cf18b MediaWiki:Upload 8 1287 1287 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロード ad467ff1f0fc425289f64f3bfe1974f89d26af2d MediaWiki:Upload directory read only 8 1288 1288 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロード先のディレクトリ ($1) にウェブサーバが書き込めません。 eae62bfb5d2003cce6cb1d5fa2581ed35262bd9b MediaWiki:Uploadbtn 8 1289 1289 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロード ad467ff1f0fc425289f64f3bfe1974f89d26af2d MediaWiki:Uploadcorrupt 8 1290 1290 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 指定したファイルは壊れているか拡張子が正しくありません。ファイルを確認の上再度アップロードをしてください。 ea3fa3c7e2f3296aa30fdc948828eeb07911d2dc MediaWiki:Uploaddisabled 8 1291 1291 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 申し訳ありませんが、アップロードは現在使用できません。 57d816febf84dab21b059eb7a0c54036fba05147 MediaWiki:Uploaddisabledtext 8 1292 1292 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このウィキではファイルのアップロードは禁止されています。 551e90f3c42b289638ef5ba20190208e84b2aeb1 MediaWiki:Uploadedfiles 8 1293 1293 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロードされたファイル ab2376933b176c949a8c1cdf8a6f4b069f4629d1 MediaWiki:Uploadedimage 8 1294 1294 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki "$1" をアップロードしました。 eecd7e2671e5eb59050231e10edb207ab8fb2799 MediaWiki:Uploaderror 8 1295 1295 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロード エラー 3a61a5ed5be53d91641beaaad63dcbca5e590919 MediaWiki:Uploadlog 8 1296 1296 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロードログ d52d6b371a214cc4b982a83bd62bd4d270df0b6e MediaWiki:Uploadlogpage 8 1297 1297 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロード記録 b9dd64cfaace01c683f8651be5a4a80caf4a6dad MediaWiki:Uploadlogpagetext 8 1298 1298 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 以下は最近のファイルのアップロードのログです。 f87559161c7ce7912b07260ee06a64513ac9c355 MediaWiki:Uploadnewversion-linktext 8 1299 1299 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このファイルの新しいバージョンをアップロードする 92762777043b89a5a4926a9da66aeb0bb79aaca4 MediaWiki:Uploadnologin 8 1300 1300 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ログインしていません 04aec14e9037f5a577cdef4adb6623e33065ee79 MediaWiki:Uploadnologintext 8 1301 1301 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ファイルをアップロードするには[[Special:Userlogin|ログイン]]する必要があります。 dadba417f385642f8f40cb5052d19bd07cbc1513 MediaWiki:Uploadscripted 8 1302 1302 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このファイルはウェブブラウザが誤って解釈してしまうおそれのあるHTMLまたはスクリプトコードを含んでいます。 247a65aee48bc381fc8973c049f7bc10bbda22df MediaWiki:Uploadtext 8 1303 1303 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ファイルを新しくアップロードする場合には、以下のフォームを利用してください。 * 過去にアップロードされた画像は[[Special:Imagelist|{{int:imagelist}}]]で閲覧したり探したりできます。 * アップロードや削除は[[Special:Log|ログ]]に記録されます。 * 「{{int:uploadbtn}}」ボタンを押すと、アップロードが完了します。 ページに画像を挿入するには * '''&#91;&#91;{{ns:image}}:File.jpg]]''' * '''&#91;&#91;{{ns:image}}:File.png|thumb|代替テキスト]]''' といった書式を使います。<br />画像ページではなくファイルに直接リンクするには * '''&#91;&#91;{{ns:media}}:File.ogg]]''' とします。 0d5ba88dcaf02995c0ad8725fe0a6d009f8741a0 MediaWiki:Uploadvirus 8 1304 1304 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このファイルにはウイルスが含まれています!! &nbsp;詳細: $1 5deb5603290c9830a7ee9319ee913b60f2a02e6e MediaWiki:Uploadwarning 8 1305 1305 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アップロード 警告 8063199f1506fcab07733c1ca7f9648527b1598b MediaWiki:User rights set 8 1306 1306 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki <b>利用者 "$1" の権限が更新されました</b> 49d6a43e56bbb450d7d1b9599aed92885c5af2d9 MediaWiki:Usercssjsyoucanpreview 8 1307 1307 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki <strong>ヒント:</strong> 「{{int:showpreview}}」ボタンを使うと保存前に新しいスタイルシート・スクリプトをテストできます。 e09f887b5846899e46b8fefe80e9ea42b806e3dd MediaWiki:Usercsspreview 8 1308 1308 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki '''あなたはユーザースタイルシートをプレビューしています。まだ保存されていないので注意してください。''' 852a81ed98b2f79b1bfc9ca70124f96f09693cde MediaWiki:Userexists 8 1309 1309 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki その利用者名はすでに使われています。ほかの名前をお選びください。 d1856fd98635a705074519ee02a1a40cd41e8279 MediaWiki:Userinvalidcssjstitle 8 1310 1310 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki '''警告:''' "$1" という外装はありません。.css と .js ページを編集する再にはタイトルを小文字にすることを忘れないでください。例えば {{ns:user}}:Hoge/Monobook.css ではなく {{ns:user}}:Hoge/monobook.css となります。 eb48932c8b6c146f3438ad29a64a7a7198e7f51d MediaWiki:Userjspreview 8 1311 1311 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki '''あなたはユーザースクリプトをテスト・プレビューしています。まだ保存されていないので注意してください。''' 615cb8cbecf7829908f7450f000ca759bc1a99a2 MediaWiki:Userlogin 8 1312 1312 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ログインまたはアカウント作成 3b105a7001a9259b3de57c69fcb4265485333852 MediaWiki:Userlogout 8 1313 1313 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ログアウト 33dedd9357add1092237ed6a5fd95b04ae8cff37 MediaWiki:Usermailererror 8 1314 1314 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki メール送信時に以下のエラーが発生しました: 3139f5d273a8b32ced58c64604f236837dbe9af3 MediaWiki:Username 8 1315 1315 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者名: d4922573b22e9b3245a5c57de68a3a2c2bcfdb54 MediaWiki:Userpage 8 1316 1316 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者ページを表示 7b9aeb32ded3d9ec3c1eae4c0f7b9f1588f02845 MediaWiki:Userrights 8 1317 1317 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者権限の管理 b048c5a3058cac12488460df72da4b99d110a380 MediaWiki:Userrights-editusergroup 8 1318 1318 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者の所属グループ 2199c091ce09b961c136662b45b94719cc516958 MediaWiki:Userrights-groupsavailable 8 1319 1319 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 有効なグループ: cd2e468820fafaf148a7565f54d3009d2f00a04b MediaWiki:Userrights-groupshelp 8 1320 1320 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki この利用者から削除したい、またはこの利用者に追加したいグループを選択してください。選択されていないグループは変更されません。選択を解除するには [CTRL]+[左クリック] です。 a9a289500b692613a883ef868a554cfcf3370ead MediaWiki:Userrights-groupsmember 8 1321 1321 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 所属グループ: 3946eef2bb2516c2c1f8b05b08d2e3e403b2bf09 MediaWiki:Userrights-logcomment 8 1322 1322 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 所属グループを $1 から $2 に変更しました 64aba08cda1fd03ed5198d320f14620e3f378fcc MediaWiki:Userrights-lookup-user 8 1323 1323 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者の所属グループの管理 9da92a744503f50b40f529539c577c1812ca0ca5 MediaWiki:Userrights-user-editname 8 1324 1324 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者名: d4922573b22e9b3245a5c57de68a3a2c2bcfdb54 MediaWiki:Userstats 8 1325 1325 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者登録統計 d39701cc38c432ec6fc887afd54e8eb6e358eed5 MediaWiki:Userstatstext 8 1326 1326 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 登録済みの利用者は'''$1'''人で、内'''$2'''人 ('''$4%''') が{{int:group-sysop}}権限を持っています。($3を参照) 2b35da659fb33ad08688fad720e87985fbdd33ac MediaWiki:Variantname-sr 8 1327 1327 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki sr 44b7497c4bb5f3e8c071b12b7ece82766a88068d MediaWiki:Variantname-sr-ec 8 1328 1328 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki sr-ec 8ed1f917467d15f4c76a35166aea386418c58d39 MediaWiki:Variantname-sr-el 8 1329 1329 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki sr-el aa8790aca4cadee66a63d3a97317b7db7a02f370 MediaWiki:Variantname-sr-jc 8 1330 1330 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki sr-jc 0c265ff34339784adca9c62e62d85851e20cb4a3 MediaWiki:Variantname-sr-jl 8 1331 1331 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki sr-jl fa1312ded5f60f7fe6a9c76c6086f28592e216f7 MediaWiki:Variantname-zh 8 1332 1332 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 無変換 b5525d1b5f14a0778f0669b846d598e0350e014c MediaWiki:Variantname-zh-cn 8 1333 1333 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 簡体(中国) 75e4596b2e689886452184f09a07991ec47e10db MediaWiki:Variantname-zh-hk 8 1334 1334 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 正字(香港) 5eb4009035dcdfb7a1350fc0ba60d63c46e6398a MediaWiki:Variantname-zh-sg 8 1335 1335 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 簡体(シンガポール) fb79de0df686a8779225c5d303f248d363d5e8ee MediaWiki:Variantname-zh-tw 8 1336 1336 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 正字(台湾) 5c1954cd95c5731c01ecebc15468b8b0484baff5 MediaWiki:Version 8 1337 1337 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki バージョン情報 09b7bfdb14b9f9886aebb4f19d2527904b322c6b MediaWiki:Versionrequired 8 1338 1338 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki MediaWiki バージョン $1 が必要 7a40874e74ffb78ae495eab5421daaf4807f2f84 MediaWiki:Versionrequiredtext 8 1339 1339 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページの利用には MediaWiki Version $1 が必要です。[[Special:Version|{{int:version}}]]を確認してください。 e31d723ba36f18b9235a7a6c314b8c4ec908de69 MediaWiki:Viewcount 8 1340 1340 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページは $1 回アクセスされました。 21d5172d55f8c09e79f16e22bdd2c3c6445b7bfb MediaWiki:Viewdeleted 8 1341 1341 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1の削除記録と履歴を確認する 426b3b3e662f491b3c303a7a3056055b7ac4d988 MediaWiki:Viewdeletedpage 8 1342 1342 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 削除されたページの削除記録と履歴 b9bda7a83784085a1e506fe07b2e1ecfb760debd MediaWiki:Viewpagelogs 8 1343 1343 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページに関するログを見る b275f5bcba81f5130d45c0a0fbdc088127925622 MediaWiki:Viewprevnext 8 1344 1344 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ($1)($2)($3)を見る a5fe0a9d8a2cb54467b08d08e420352ab3b8d787 MediaWiki:Views 8 1345 1345 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 表示 a46924362170899f2cf4bc50ba4988e781c5a643 MediaWiki:Viewsource 8 1346 1346 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ソースを表示 285717a2c48466951db40098a3caa20c4ddb5478 MediaWiki:Viewsourcefor 8 1347 1347 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1 のソース 466f7890c65be05d54bc94e3be033b639fe51875 MediaWiki:Viewtalkpage 8 1348 1348 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ノートを表示 bb7eeb230fc49dc3cfd69c3a5463106450f7cc53 MediaWiki:Wantedcategories 8 1349 1349 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 作成が望まれているカテゴリ 3bf64e23afa98726e157698f059eab233744fe2f MediaWiki:Wantedpages 8 1350 1350 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 投稿が望まれているページ 32baeebe7e403aa7fb07bd991810781b270650f8 MediaWiki:Watch 8 1351 1351 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストに追加 b256d73df2226a47389bcbddc62cd74ac43434fc MediaWiki:Watchdetails 8 1352 1352 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki * ウォッチリストに入っているページ数(ノート除く): $1 * [[Special:Watchlist/edit|ウォッチリストの一覧・編集]] 86b2226740bedd2bd3558840a24b2297742bd8d4 MediaWiki:Watcheditlist 8 1353 1353 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストに登録しているページを文字コード順に表示しています。 チェックボックスにチェックし、「{{int:removechecked}}」ボタンをクリックするとウォッチリストから削除されます。 * ウォッチリストからページを削除すると、付随するノートページも削除されます。 7d17187374d5471ec2915d785ed17d208a1cf8a2 MediaWiki:Watchlist 8 1354 1354 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリスト 1f4192e7eb5434e93b2a6f8a747d18fcd6ba5321 MediaWiki:Watchlistall1 8 1355 1355 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki すべて c15ccc4dc7402834fbb2a008be5ab901ff3114ed MediaWiki:Watchlistall2 8 1356 1356 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki すべて c15ccc4dc7402834fbb2a008be5ab901ff3114ed MediaWiki:Watchlistanontext 8 1357 1357 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストにあるページを読んだり編集するには$1してください。 04c44024c892b1e8fea2e328fbdf3ee64680f527 MediaWiki:Watchlistclearbutton 8 1358 1358 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストを消去 67ec718c398de29d990bbe4a11464d9d8cf3ab47 MediaWiki:Watchlistcleardone 8 1359 1359 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたのウォッチリストを消去しました。$1 項目を消去しました。 050fe0fe6fe7ef8c029e3562a4fc9ef4b848fcd8 MediaWiki:Watchlistcleartext 8 1360 1360 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki これらを削除してもよろしいですか? 9d0489104a770a36d327bc2e03b33a1a2e19ee77 MediaWiki:Watchlistcontains 8 1361 1361 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたのウォッチリストには $1 ページ登録されています。 843ad68a01a48c90f57cdb94ae4bd155464674a7 MediaWiki:Watchlistcount 8 1362 1362 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki '''あなたのウォッチリストにはノートも含めて $1 ページ登録されています。''' 1fee88e0113ef375fa0e5d80166bd877fd2b5c01 MediaWiki:Watchlistfor 8 1363 1363 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki '''$1''' 973c0e0d23a66245ac93d8d575e04d61e9ff32e2 MediaWiki:Watchmethod-list 8 1364 1364 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 最近編集された中からウォッチしているページを抽出 f7aa2da1b45423f102e454cc1e48ad84dd07c78b MediaWiki:Watchmethod-recent 8 1365 1365 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストの中から最近編集されたものを抽出 078732f83808fece005cbaea6d50b2a5c2cca62f MediaWiki:Watchnochange 8 1366 1366 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki その期間内にウォッチリストにあるページはどれも編集されていません。 d4b4cb35d6338b9e2cd1e740e344d8eeb0c00015 MediaWiki:Watchnologin 8 1367 1367 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ログインしていません 04aec14e9037f5a577cdef4adb6623e33065ee79 MediaWiki:Watchnologintext 8 1368 1368 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストを変更するためには、[[Special:Userlogin|ログイン]]している必要があります。 d8531de8b95b32c63df43153d8601fb8b5140458 MediaWiki:Watchthis 8 1369 1369 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストに追加 b256d73df2226a47389bcbddc62cd74ac43434fc MediaWiki:Watchthispage 8 1370 1370 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ウォッチリストに追加 b256d73df2226a47389bcbddc62cd74ac43434fc MediaWiki:Wednesday 8 1371 1371 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 水曜日 47fd994684aebfa631171ecb1c5206ebd3c570e8 MediaWiki:Welcomecreation 8 1372 1372 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki == $1 さん、ようこそ! == あなたのアカウントができました。お好みに合わせて[[Special:Preferences|オプション]]を変更することをお忘れなく。 caee098ed7834c28e524d2d0d385791ea323188f MediaWiki:Whatlinkshere 8 1373 1373 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki リンク元 78cf2077a095221c77132507692796fd1364134b MediaWiki:Whitelistacctext 8 1374 1374 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki {{SITENAME}}のアカウントを作成するには、適切な権限を持った利用者名で[[Special:Userlogin|ログイン]]する必要があります。 596b5dc2dd2707daa316b9b34ee7d66f4c633f86 MediaWiki:Whitelistacctitle 8 1375 1375 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki アカウントの作成は許可されていません 3c758b8ef3bdd92e7bdaa307b2df573aedf6df69 MediaWiki:Whitelistedittext 8 1376 1376 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページを編集するには $1 する必要があります。 cefe8e56796d2fe3a74056f95019609fe1353984 MediaWiki:Whitelistedittitle 8 1377 1377 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 編集にはログインが必要 81dd76b82e03de4d7f6ea296f5d3abfd326abf29 MediaWiki:Whitelistreadtext 8 1378 1378 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki このページを閲覧するには[[Special:Userlogin|ログイン]]する必要があります。 cb9c3702127717d6fb8f2d630bc0c7e111e04892 MediaWiki:Whitelistreadtitle 8 1379 1379 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 閲覧にはログインが必要 c025bd6043c5664b8aabce798484bc647b7ea809 MediaWiki:Widthheight 8 1380 1380 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1×$2 2048aa8bb3c4f28947e6b9c5a41c238fb32b3e87 MediaWiki:Wldone 8 1381 1381 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 終了しました。 ac0b336bf5a5c61bcba406651a9fb83c15599321 MediaWiki:Wlheader-enotif 8 1382 1382 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki * メール通知が有効になっています 888a95d3dd68ef2053d29cd04c9dd454644aeda4 MediaWiki:Wlheader-showupdated 8 1383 1383 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki * あなたが最後に訪問したあとに変更されたページは'''ボールド体'''で表示されます 3915031b03a7156ef6eef68235b4fa443c9927a7 MediaWiki:Wlhideshowbots 8 1384 1384 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ボットの編集を$1 64ebe18b15fbbf2ec0d7b0f1c902a70a60f7fc97 MediaWiki:Wlhideshowown 8 1385 1385 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 自分の編集を$1 beb3ba50af8f5d124682cdd085b934133007a3bf MediaWiki:Wlnote 8 1386 1386 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 以下は最近 <strong>$2</strong> 時間に編集された <strong>$1</strong> ページです。 e0c359e905a74df13275b23c9cb3d379c2d66bca MediaWiki:Wlsaved 8 1387 1387 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 現在、バックアップされたウォッチリストのみの表示となっています。 f745a2bb4a99ac289b815c7606a6ed13a1ab9b8e MediaWiki:Wlshowlast 8 1388 1388 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 最近の [$1時間] [$2日間] [$3] のものを表示する 0b0b48ac7b39586917bd54fba57810353ea6ad3f MediaWiki:Wrong wfQuery params 8 1389 1389 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki wfQuery()へ誤った引数が渡されました。<br /> 関数: $1<br /> クエリ: $2 9aaec48e2547f231bce4c62d660f6dbfdf68fdef MediaWiki:Wrongpassword 8 1390 1390 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki パスワードが間違っています。再度入力してください。 bfe0768c47972869761d181a377219334355b0ca MediaWiki:Wrongpasswordempty 8 1391 1391 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki パスワードを空にすることはできません。再度入力してください。 901d8e804c42c4e4610c7773a2c95d7bb71d01a0 MediaWiki:Youhavenewmessages 8 1392 1392 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1が届いています。($2) 4d6b9d3863dddb244042ca0e2f6712843ad5e234 MediaWiki:Youhavenewmessagesmulti 8 1393 1393 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki $1 に新しいメッセージが届いています 2a59ac03ad324a3926921058e3d80a9e114d5a8c MediaWiki:Yourdiff 8 1394 1394 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたの更新内容 e03e078ae3c38490bdd6b21f717f83fb72fc467d MediaWiki:Yourdomainname 8 1395 1395 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたのドメイン 1e3972245647547acbc5749e8e7b651c18ac919b MediaWiki:Youremail 8 1396 1396 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki メールアドレス*: 9a0371e7d27d1d19b770608d7ebb38bd3d99fee4 MediaWiki:Yourlanguage 8 1397 1397 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki インターフェース言語: 6d22a58482e2a8b6dda7a7750104aefc4118ac55 MediaWiki:Yourname 8 1398 1398 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 利用者名 4dc115f353c7ffccfeab9cf044233f45018e7aae MediaWiki:Yournick 8 1399 1399 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki ニックネーム(署名用): 3a5bbf2ed59dc71fd109a036341a191cfb821f1c MediaWiki:Yourpassword 8 1400 1400 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki パスワード a9694dc2e83bf1d3dd839259eaeb984fbbd86b31 MediaWiki:Yourpasswordagain 8 1401 1401 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki パスワード再入力 91240d510acc96a141414aa3041c7dc08ad74f10 MediaWiki:Yourrealname 8 1402 1402 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 本名*: 6b154ca80610206109fb380e13daec069a0077b1 MediaWiki:Yourtext 8 1403 1403 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki あなたの文章 bc531876bf33e300ace90c880541e1ca451e7aef MediaWiki:Yourvariant 8 1404 1404 2006-11-13T00:35:55Z MediaWiki default 0 wikitext text/x-wiki 字体変換 7cdadd54595a4126f33f45956143caefe97930ca MediaWiki:Sidebar 8 1110 1405 1110 2006-11-13T00:38:16Z Victor 1 wikitext text/x-wiki * navigation ** mainpage|mainpage ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * links ** http://www.liveforspeed.net/|LFS Main Site ** http://www.lfsforum.net/|LFS Forum ** http://www.lfsworld.net/|LFS World ** http://www.lfsnews.net/|LFS News 134c1bffb491c095df0308cae531a829f86f0ebd LFS Manual:LFSマニュアルについて 4 1406 1407 2006-11-13T02:05:29Z highbridge 2 メインページ wikitext text/x-wiki LFSマニュアル Wikiへようこそ! ---- Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを 入力しログインすると編集が可能です。 ---- 73346bb011593a36afca3466791033e15c72c0ee 1408 1407 2006-11-13T02:07:02Z highbridge 2 wikitext text/x-wiki '''LFSマニュアル Wikiへようこそ!''' ---- Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを 入力しログインすると編集が可能です。 ---- d350856cbf6e01d8fd25424bd1e0dd6dc69fa7d2 メインページ 0 1 1409 1 2006-11-13T02:12:52Z highbridge 2 wikitext text/x-wiki '''LFSマニュアル Wikiへようこそ!''' ---- Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを 入力しログインすると編集が可能です。 ---- d350856cbf6e01d8fd25424bd1e0dd6dc69fa7d2 1410 1409 2006-11-13T02:13:24Z highbridge 2 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == ---- Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを 入力しログインすると編集が可能です。 ---- 64b7400915bd712b31ace5e447bcd8d501cadc5a 1411 1410 2006-11-13T02:13:40Z highbridge 2 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを 入力しログインすると編集が可能です。 ---- 7f5e6044f65bade930922b0bc01186de1b8d5ae3 1412 1411 2006-11-13T02:15:11Z highbridge 2 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを 入力しログインすると編集が可能です。[[画像:Lfss2.jpg]] ---- 32cffb8795e330d437fa2e0bffcae8de4939e2f9 1413 1412 2006-11-13T02:16:12Z highbridge 2 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを 入力しログインすると編集が可能です。[[画像:400px-Lfss2.jpg]] ---- 09370f797902ad564b91b9344cd955f5a1ce9b72 1414 1413 2006-11-13T02:22:16Z Victor 1 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを 入力しログインすると編集が可能です。[[画像:Lfss2.jpg|400px]] ---- a8b2aa9142e17d4f73c3020a94089c6bc8bfa334 1415 1414 2006-11-13T02:23:55Z highbridge 2 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方) このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。[[画像:Lfss2.jpg|400px]] ---- 00cc6d369473bd06f9f021b005e196487da06158 1416 1415 2006-11-13T02:24:23Z highbridge 2 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方) このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ---- df94cbcf61e343707e7f6b610a0e9a88393518b7 1417 1416 2006-11-13T02:25:11Z highbridge 2 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを入力しログインすると編集が可能です。[[画像:Lfss2.jpg|400px]] ---- 5b09119742916bba92c30104da23f61250c77bdd 1418 1417 2006-11-13T02:32:54Z highbridge 2 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:400px-Lfss2.jpg|right]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトのユーザ名、Webパスワードを入力しログインすると編集が可能です。 ---- 9d3d3a0a4965c8a41c14c9c4de152abb41655d9c 1419 1418 2006-11-13T02:35:18Z highbridge 2 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 1395293d52db84ea862c8eaff697740ba900b554 1420 1419 2006-11-13T11:19:59Z yamakawa 3 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == Contents == A PDF version of the manual is available [http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692 here]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[ディスプレー]] #[[ビュー]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[拡張ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[en:]] [[de:]] 7717f6873df6888ae300172e1b10eb212c15017a 1421 1420 2006-11-13T11:21:50Z yamakawa 3 /* Contents */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692 here]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[ディスプレー]] #[[ビュー]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[拡張ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[en:]] [[de:]] 342b2f7e2e29bc4b485cb79ae94145a6c284d2da 1422 1421 2006-11-13T11:23:37Z yamakawa 3 /* 目次 */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692 here]. == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692 here]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[ディスプレー]] #[[ビュー]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[拡張ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[en:]] [[de:]] c6257ef432d56514f2d261d4aecca8075faf80d7 1423 1422 2006-11-13T11:24:36Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692 here]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[ディスプレー]] #[[ビュー]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[拡張ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[en:]] [[de:]] 51a37d3ee8ce9a96494dd6d4637a2bac5fd13b2e 1424 1423 2006-11-13T11:37:52Z yamakawa 3 /* 目次 */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[en:]] [[de:]] 241e92ef4050757caed20594bf6682987086a7b0 1438 1424 2006-11-13T18:45:27Z GP4Flo 4 interwiki links wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[br:]] [[cz:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fi:]] [[fr:]] [[ja:]] [[nl:]] [[no:]] [[pt:]] [[se:]] 4dce92e83734f023e935c788e5d3e4c98c447d60 1439 1438 2006-11-13T18:48:54Z GP4Flo 4 deleted ja wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[br:]] [[cz:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fi:]] [[fr:]] [[nl:]] [[no:]] [[pt:]] [[se:]] bc93c8331b311c80680e89cfc379f3a1d8535ead 1440 1439 2006-11-13T19:03:48Z Victor 1 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[pt-br:]] [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fi:]] [[fr:]] [[nl:]] [[no:]] [[pt:]] [[sv:]] b26692db61f68e734f2e1ff64cd9f57734773a49 1441 1440 2006-11-13T19:18:52Z GP4Flo 4 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[pt-br:]] [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fi:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[sv:]] 17fb81a0a8a2d203bc3447d01557ecdb47e93ece 1442 1441 2006-11-13T20:08:03Z Victor 1 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[pt-br:]] [[fi:]] [[sv:]] 0a6487d133a87a7dd6ab13e490950a64c66973ca 1443 1442 2006-11-14T00:46:20Z Victor 1 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 2f5fe975728d0c796e1e361a45c8ac1f5237c480 1444 1443 2006-11-14T09:50:20Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 289c6251c32c4d636db08cb00c991dd69f19ea29 1445 1444 2006-11-14T09:50:33Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] b565ff549a8a717f3f73b6f51311e9340089fe0b 1446 1445 2006-11-14T09:50:57Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 2f5fe975728d0c796e1e361a45c8ac1f5237c480 1447 1446 2006-11-14T09:52:00Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 289c6251c32c4d636db08cb00c991dd69f19ea29 1448 1447 2006-11-14T09:52:11Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 7f5f1b97274a1cb81eeaaa9b2a34c2ce1be88738 1449 1448 2006-11-14T09:52:24Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ---- == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 65aeebfabcbb48c2328459b746d5283c8b14808b 1450 1449 2006-11-14T09:53:01Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 2f5fe975728d0c796e1e361a45c8ac1f5237c480 1451 1450 2006-11-14T10:00:18Z yamakawa 3 /* 目次 */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビューの切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 5f11611af34d0f87f409f5f3529affdbae2a71ea 3Dレンダリング チュートリアル 0 1407 1425 2006-11-13T11:43:08Z yamakawa 3 wikitext text/x-wiki == Introduction == Christophe Pratlong (Grudd) === What do you need === * 3ds Max: http://www.discreet.com/3dsmax/ * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 === Other information === * We suppose 3ds max is installed into C:\3D Studio Max\ * S2 CMX Viewer is installed into C:\Jeux\S2\ * 3ds max and Brazil r/s must be properly installed * For this tutorial we are going to work on the XF GTI (or XFG as it is also known) == CMX Model Importation == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s mapping correction == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == Material Correction == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == Our first render == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == Textures/material’s adjustment == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === Car’s skin === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === Glass material === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s material === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[de:3D Render Tutorial]] 92407d06cb1cc1fa2bb1931518a757a67532b9f3 1426 1425 2006-11-13T11:47:09Z yamakawa 3 wikitext text/x-wiki == Introduction == Christophe Pratlong (Grudd) === What do you need === * 3ds Max: http://www.discreet.com/3dsmax/ * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 === Other information === * We suppose 3ds max is installed into C:\3D Studio Max\ * S2 CMX Viewer is installed into C:\Jeux\S2\ * 3ds max and Brazil r/s must be properly installed * For this tutorial we are going to work on the XF GTI (or XFG as it is also known) == CMX Model Importation == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s mapping correction == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == Material Correction == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == Our first render == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == Textures/material’s adjustment == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === Car’s skin === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === Glass material === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s material === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 411048320ce35fd49027504d7f62fa01b363f27a 1427 1426 2006-11-13T12:00:35Z yamakawa 3 wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) === 何が必要? === * 3ds Max: http://www.discreet.com/3dsmax/ * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s mapping correction == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == Material Correction == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == Our first render == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == Textures/material’s adjustment == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === Car’s skin === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === Glass material === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s material === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] db29903aba223479f68ea65d18bc998e2df474ce 1428 1427 2006-11-13T12:02:31Z yamakawa 3 /* RIM’s mapping correction */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) === 何が必要? === * 3ds Max: http://www.discreet.com/3dsmax/ * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == Material Correction == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == Our first render == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == Textures/material’s adjustment == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === Car’s skin === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === Glass material === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s material === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 59920d6cec60dc59c24a854fda3601eb92e93cb3 1429 1428 2006-11-13T12:04:28Z yamakawa 3 /* Material Correction */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) === 何が必要? === * 3ds Max: http://www.discreet.com/3dsmax/ * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == Our first render == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == Textures/material’s adjustment == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === Car’s skin === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === Glass material === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s material === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 6684854f02d3e921e659196da360a0a089551a45 1430 1429 2006-11-13T12:05:52Z yamakawa 3 /* Our first render */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) === 何が必要? === * 3ds Max: http://www.discreet.com/3dsmax/ * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == レンダリングしてみましょう! == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == Textures/material’s adjustment == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === Car’s skin === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === Glass material === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s material === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 8acf9895725e334c8455c7322a91967f73263620 1431 1430 2006-11-13T12:09:11Z yamakawa 3 /* Textures/material’s adjustment */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) === 何が必要? === * 3ds Max: http://www.discreet.com/3dsmax/ * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == レンダリングしてみましょう! == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == テクスチャー/マテリマルの調整 == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === 車のスキン === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === ガラスのマテリアル === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s マテリアル === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 1e931adfe7031ebf637a18b331eb9c880c862b6b 1432 1431 2006-11-13T12:14:58Z yamakawa 3 /* 何が必要? */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) === 何が必要なのよ? === * 3ds Max: http://www.discreet.com/3dsmax/ * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == レンダリングしてみましょう! == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == テクスチャー/マテリマルの調整 == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === 車のスキン === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === ガラスのマテリアル === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s マテリアル === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 2c623f76eefd67df64aeea924222e5c4e6d0c5c2 1433 1432 2006-11-13T12:23:55Z yamakawa 3 /* はじめに */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) (クリストファー・プラットロングさん著) === 何が必要なのよ? === * 3ds Max: http://www.discreet.com/3dsmax/ * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons このチュートリアルでは、レンダラーにBrazil r/sを使っていますが、 3ds Max標準レンダラーだけでもレンダリングできます。 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''File'' - ''Import'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == レンダリングしてみましょう! == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == テクスチャー/マテリマルの調整 == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === 車のスキン === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === ガラスのマテリアル === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s マテリアル === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 4d4ac4b8badbd7c79e90338524c0ef153f4c045f 1434 1433 2006-11-13T12:25:32Z yamakawa 3 /* CMXモデルの読込み */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) (クリストファー・プラットロングさん著) === 何が必要なのよ? === * 3ds Max: http://www.discreet.com/3dsmax/ * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons このチュートリアルでは、レンダラーにBrazil r/sを使っていますが、 3ds Max標準レンダラーだけでもレンダリングできます。 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''ファイル'' - ''読込み'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == レンダリングしてみましょう! == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == テクスチャー/マテリマルの調整 == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === 車のスキン === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === ガラスのマテリアル === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s マテリアル === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == Improvement of the render’s quality == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 320ba3017948fd201c8c5cf77ed220740638aede 1435 1434 2006-11-13T12:29:36Z yamakawa 3 /* Improvement of the render’s quality */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) (クリストファー・プラットロングさん著) === 何が必要なのよ? === * 3ds Max: http://www.discreet.com/3dsmax/ * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons このチュートリアルでは、レンダラーにBrazil r/sを使っていますが、 3ds Max標準レンダラーだけでもレンダリングできます。 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''ファイル'' - ''読込み'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == レンダリングしてみましょう! == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == テクスチャー/マテリマルの調整 == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === 車のスキン === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === ガラスのマテリアル === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s マテリアル === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == 質感のクオリティーを上げよう == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] afdab2f9beda15fab94945c9fac0235160eae99d 1436 1435 2006-11-13T12:31:43Z yamakawa 3 /* レンダリングしてみましょう! */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) (クリストファー・プラットロングさん著) === 何が必要なのよ? === * 3ds Max: http://www.discreet.com/3dsmax/ * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons このチュートリアルでは、レンダラーにBrazil r/sを使っていますが、 3ds Max標準レンダラーだけでもレンダリングできます。 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''ファイル'' - ''読込み'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == とりあえずレンダリングしてみましょ == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == テクスチャー/マテリマルの調整 == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === 車のスキン === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === ガラスのマテリアル === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s マテリアル === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == 質感のクオリティーを上げよう == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] 901ac7239eaf12c4d0d9ba3f8bd15de760eef7ee 1437 1436 2006-11-13T12:32:14Z yamakawa 3 /* とりあえずレンダリングしてみましょ */ wikitext text/x-wiki == はじめに == Christophe Pratlong (Grudd) (クリストファー・プラットロングさん著) === 何が必要なのよ? === * 3ds Max: http://www.discreet.com/3dsmax/ * Brazil r/s: http://www.splutterfish.com/sf/sf_gen_page.php3?page=rio * CMX importer: http://forum.rscnet.org/showthread.php?t=147186 * S2 CMX Viewer: http://www.liveforspeed.net/?page=addons このチュートリアルでは、レンダラーにBrazil r/sを使っていますが、 3ds Max標準レンダラーだけでもレンダリングできます。 === その他 === * 3ds max が C:\3D Studio Max\にインストールされていることを仮定しています。 * S2 CMX Viewer がC:\Jeux\S2\にインストールされていることを仮定しています。 * 3ds max と Brazil r/s がきちんとインストールされているか確かめてください。 * このチュートリアルはXF GTIを例にしています。 == CMXモデルの読込み == ''ファイル'' - ''読込み'' – Browse to your LFS folder\data\cmx, for example C:\LFS S2\data\cmx<br> Open the file '''XFG – XF GTI.cmx''' <center>[[Image:3drendertut_fileimport.jpg]]</center> Specify the path where the S2 CMX viewer is installed in order to get the right textures. Put nothing in « Skymap » box. Click “OK” <center>[[Image:3drendertut_importoptions.jpg]]</center> If those previous steps have been done correctly, you should have this: <center>[[Image:3drendertut_views.jpg]]</center> Save these 4 views using the View – Save active xxxx view menu == RIM’s マッピング コレクション == Put the « Perspective View » in full screen using this button: <center>[[Image:3drendertut_tofullscreen.jpg]]</center> Display the list of all scene’s objects clicking on <center>[[Image:3drendertut_showobjects.jpg]]</center> You should have: <center>[[Image:3drendertut_objects.jpg]]</center> 008 -> Tire + 1st part of the rim – Rear@Left<br> 009 -> 2nd part of the rim – Rear@Left 011 -> Tire + 1st part of the rim – Rear@Right<br> 012 -> 2nd part of the rim – Rear@Right 014 -> Tire + 1st part of the rim – Front@Left<br> 015 -> 2nd part of the rim – Front@Left 017 -> Tire + 1st part of the rim – Front@Right<br> 018 -> 2nd part of the rim – Front@Right The problem is that the 1st part of the rim is mapped with the tire’s texture. 2nd part of the rim is mapped correctly. The goal is to assign to the 1st part of the rim the right material’s ID. First, we must know the material ID’s of the 2nd part of the rim. To do this, select only one of the 2nd part of the rim (object 009 for example). Right click on the screen and choose « Hide Unselected » in the menu in order to display only the object 009. Click on the icon « 1 » (see the screenshot below) then on the icon “2”. Go to menu ''Edit'' – ''Select All'' Thus, we know that the material’s ID of the rim is the n°4 (step 3 on the screenshot below) <center>[[Image:3drendertut_getmatid.jpg]]</center> * Now, select the object 008 (only this object must be on screen) * Go to the selection mode (see previous screenshot) * Check the box « Ignore Backfacing » * Choose the circular selection tool: <center>[[Image:3drendertut_circselector.jpg]]</center> * With this tool, select only the rim’s vertices. Note that only visible vertices will be selected. So, you must swivel the view in order to see the back of the rim. Redo the rim’s selection holding down the CTRL key in order to add the selection to the previous one. You can now assign the material’s ID n°4 to the 1st part of the rim (instead of n°9) Repeat those steps to the 3 others rims. == マテリアルの編集 == Open the windows Materiel Editor and Materiel/Map Browser using the Rendering menu In the window Materiel/Map Browser select the radio button « Scene » Now, move the material named « mtl_XFG - XF GTI » into an empty slot of Materiel Editor’s windows. Choose « Instance » if a message appears. <center>[[Image:3drendertut_matcorrection1.jpg]]</center> You can notice that our model have 19 material’s ID. Some of those IDs are empty (default 3ds material), others got a bad quality, some others are “bugged”. For example our material’s ID n°4 (rims’ material) is a 3ds default material. We’ll have to change it. First of all, we’re going to repair the bugged materials. They are two : the tire’s texture and the steering wheel’s grip texture. Indeed, those textures appear white if we don’t repair them. Material’s ID N°2 -> Cromowheel_grip and material’s ID n°9 -> XF GTI_TYRE * In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) * Open now the section « Output », and check « Enable Color Map ».Move the cursor down in order to obtain a value between 0.2 and 0.3 (lower it is, darker the texture will be) <center>[[Image:3drendertut_matcorrection2.jpg]]</center> Repeat those steps to the tire’s texture (ID n°9) == とりあえずレンダリングしてみよう == We’re going to do our first render. A fast and simple one. First we must assign « Brazil » in the renderer assign menu. To do this, click on Rendering – Render menu. NOTE : leave « Default Scanline Renderer » for material Editor. <center>[[Image:3drendertut_firstrender1.jpg]]</center> Then open the « Renderer » tab. * In the « Brazil : Image Sampling » section, click on the “P3” button * Then open the « Brazil :Luma Server » section. Apply the settings: <center>[[Image:3drendertut_firstrender2.jpg]]</center> * Then open the « Brazil : CSG Server » section and check « Enable » * You can now click on the « Render » button. An error message should tell you that he can’t found the « default » texture (it’s the car’s texture). Don’t worry, and click on Continue…please wait… you should have this kind of pic: <center>[[Image:3drendertut_firstrender3.jpg]]</center> == テクスチャー/マテリマルの調整 == We must now assign a skin to the car – a metal material to the rims and a better glass material to the windows. === 車のスキン === Car’s body is the object 019. To know its material’s ID, select one of its vertices (see chapter n°2) Thus, you’d be able to learn that the ID is n°14. We’re going to replace this material. To do this, open the « Material Editor » windows and select an empty slot. Click on the « Standard » button. Then, select « Brazil Basic Mtl » and apply the settings below (don’t pay attention for the moment at the « M » next to the Diffuse et Reflect boxes) <center>[[Image:3drendertut_texmatadj1.jpg]]</center> Then open the « Maps » section. Check the « Diffuse » box, click on the « None » box and choose « Bitmap » Select the skin (S2 format) you like. Back on the « Maps » section, check the « Reflect » box, put a value of 55 and click on the « None » box. Choose « Falloff » - Apply the settings below: <center>[[Image:3drendertut_texmatadj2.jpg]]</center> Finally, move this new material into the the material’s ID n°14 (it’ll replace the old one) === ガラスのマテリアル === Create a new brazil basic material with those settings: <center>[[Image:3drendertut_texmatadj3.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°18. === Rim’s マテリアル === Create a new brazil basic material with the settings below (note: the “Diffuse” color will be the rim’s color) <center>[[Image:3drendertut_texmatadj4.jpg]]</center> In the « Maps » section, check only the « Reflect » box, leave the value 100 and put a « falloff » effect with default values.<br> Move this material into the material’s ID n°4. You can now launch a new render. I think you’ll notice that there is still a bug : windows are surrounded with a white material… ugly We must know what is the ID of this ugly material… you should know how to do this now ! It’s the ID n°15. In the « material editor », we notice thath the ID n°15 corresponds to the XF_Interior1.tga texture loacated in C:\Jeux\S2\data\pic\tga<br> Open this texture in your favorite bitmap editor (Paint Shop Pro or Photoshop for example) and modify the color of the square (in bottom on the right) <center>[[Image:3drendertut_texmatadj5.jpg]]</center> You can choose a black color with RGB values 25-25-25. You can now launch another render; You should have this kind of result: <center>[[Image:3drendertut_texmatadj6.jpg]]</center> There are 3 materials left to modify. You will modify them by yourselves (it’ll be a good exercice) * Assign the right texture to the brake disc (find it in the material editor – the bitmap assigned to it is blank) * Exhaust material is perfectible (you can assign a chrome material for better result) * Modify the « padzs.tga » texture in order to have red brake pads. Remember that the basic thing is to find the material ID of the object you want to modify. == 質感のクオリティーを上げよう == * Click on the Rendering – Environnement menu. Put the background color white. <center>[[Image:3drendertut_renderquality1.jpg]]</center> * We’re going to create a reflexion box. To do this, click on Create – Standard Primitives – Box (thickness must be at 0). Move this box using the tool [[Image:3drendertut_texmatadj2b.jpg]] with the top of the car. <center>[[Image:3drendertut_renderquality2.jpg]]</center> * Open the properties of this reflexion box (right click – properties) and uncheck the following options: <center>[[Image:3drendertut_renderquality3.jpg]]</center> * Open « Material Editor », and select an empty slot. Click on the « Standard » button. Then, select « Brazil Utility ». Check the box « 2-Sided », then click on the « None » box next to the white color box and choose « Output » <center>[[Image:3drendertut_renderquality4.jpg]]</center> In the output section, put a 3,0 « RGB Level » <center>[[Image:3drendertut_renderquality5.jpg]]</center> Finally, click on the « material » menu and choose « Assign to Selection » (only the reflexion box must be selected) Last step, play with the camera to choose the view you want to render, click on Rendering – Render menu and apply the settings below for the “Luma server” section. <center>[[Image:3drendertut_renderquality6.jpg]]</center> After 5-10 minutes (depending of your processor), you should have a picture like this: <center>[[Image:3drendertut_finalrender.jpg]]</center> Play with the position of the reflexion box in order to obtain the lightning you want. That’s all for this tutorial. You can render all other S2 cars in the same way. <!-- links to other languages --> [[en:3D Render Tutorial]] [[de:3D Render Tutorial]] bdb01e4ff9a161476ec1befaec89c2b1421b212b ビューの切り替え 0 1408 1452 2006-11-14T10:21:08Z yamakawa 3 wikitext text/x-wiki == コックピット == == フロント視点 == == 追尾 == == ヘリカム == == TV カメラ == == Shift + U == <!-- Links zu anderen Sprachen --> [[en:Views]] e599797d518e5b43f8a576606af6c3ff2b612de1 1453 1452 2006-11-14T10:21:27Z yamakawa 3 /* フロント視点 */ wikitext text/x-wiki == コックピット == == フロント == == 追尾 == == ヘリカム == == TV カメラ == == Shift + U == <!-- Links zu anderen Sprachen --> [[en:Views]] 3c9f9c37f60e87f053dc5e5c7f6d870ef199a7f1 メインページ 0 1 1454 1451 2006-11-14T10:22:36Z yamakawa 3 /* 目次 */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] 3bf58b8993d1f58388629fa8b4196e4eb566dc2d 1457 1454 2006-11-14T11:22:59Z Victor 1 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[fi:]] [[sv:]] e4dc071da7ea3c822f0ce8d5a4c115caa4b0a306 1466 1457 2006-11-14T11:50:00Z Victor 1 wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[クリーン・レーサーズ・ルール]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[LFSツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e3691f457cb06a5eb13cd3ffe979d71416fb700f 1484 1466 2006-11-15T11:01:27Z yamakawa 3 /* 目次 */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 4b6abbea4570bbfa09b68e5bde3a33c2fde341df ビュー(視点)の切り替え 0 1409 1455 2006-11-14T10:50:19Z yamakawa 3 wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == == フロント視点 == == 後方視点 == == ヘリカム視点 == == TVカメラ視点 == == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] 6832efad7a7c2fbd91c46e818c36a223164d7846 1456 1455 2006-11-14T10:51:18Z yamakawa 3 /* 操作方法 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == == フロント視点 == == 後方視点 == == ヘリカム視点 == == TVカメラ視点 == == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] 86d8632603638d7602a4579e0d098b5bf7c56b1d 1458 1456 2006-11-14T11:25:07Z yamakawa 3 /* コックピット視点 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == フロント視点 == == 後方視点 == == ヘリカム視点 == == TVカメラ視点 == == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] b612a2a865a769d18cf44014b704d56968ec2f8d 1459 1458 2006-11-14T11:25:28Z yamakawa 3 /* 後方視点 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == フロント視点 == == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == == TVカメラ視点 == == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] d698c485ec04ac4ac84514de8f3619fb92c97c97 1460 1459 2006-11-14T11:25:43Z yamakawa 3 /* フロント視点 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == フロント視点 == [[画像:fornt.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == == TVカメラ視点 == == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] 6b1bec9a4b91d54ea95665052c65077e2725000a 1461 1460 2006-11-14T11:25:55Z yamakawa 3 /* フロント視点 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == フロント視点 == [[画像:front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == == TVカメラ視点 == == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] f37387762af00e28fbb1c38d05d8a238d2017bd6 1462 1461 2006-11-14T11:26:35Z yamakawa 3 /* ヘリカム視点 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == フロント視点 == [[画像:front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ視点 == == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] 9b5e19e406fea401ada1a5bbc5e1ef71aab588bb 1463 1462 2006-11-14T11:26:47Z yamakawa 3 /* フロント視点 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == フロント視点 == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ視点 == == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] fb733c01597f5a6bd5e03ce4a7e338500358bc1a 1464 1463 2006-11-14T11:27:02Z yamakawa 3 /* TVカメラ視点 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == フロント視点 == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ視点 == [[画像:view_TV.jpg]] == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] 46371d0b880f4e900566fbae7432b70630040a51 1465 1464 2006-11-14T11:35:00Z yamakawa 3 /* Shift + U モード */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == フロント視点 == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ視点 == [[画像:view_TV.jpg]] == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] [[de:Kameraansichten]] 78778de7b29b7d77e2858c1975e107b707315a1e 1490 1465 2006-11-17T09:10:41Z yamakawa 3 /* フロント視点 */ wikitext text/x-wiki == 操作方法 == キーボードの「V」キー、または「Shift」+「U」キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの「V」キーを押すことにより、5種類のビューに順次変更できます。(「Shift」+「V」キーで逆順) また「Shift+U」モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == カスタム視点 == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ視点 == [[画像:view_TV.jpg]] == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] [[de:Kameraansichten]] caebb87183ec98ab0674e9404a775530631df52f はじめに 0 1410 1467 2006-11-15T10:39:28Z yamakawa 3 wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、ゲームをセッ トアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役 立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップ したいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライ ビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして 、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードなどは無く、ステアリング・ア シストもついていませんので、実際の車のような感覚で運転しなければなりません。 したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウ スでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレ ーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレ ーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは 最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて 、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レー スにとって重要である全ての運動をシミュレーションすることになります。LFS S2は「シミュレーション 」とはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実 現されており、高い評価を得ています。 それは多くの面でカバーされてます。ー 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの 異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース 上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。ーあなたの車がコースでどれくらいの燃料を使 うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。 実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンション の改良とサスペンション・タイプ別による違い)、非常に詳細なタイヤ物理学・ダメージモデルの導入、 また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『 遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] c63488bb37db3a294ba735fa837945a589cd5cd0 1468 1467 2006-11-15T10:41:54Z yamakawa 3 /* Welcome */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードなどは無く、ステアリング・ア シストもついていませんので、実際の車のような感覚で運転しなければなりません。 したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウ スでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレ ーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレ ーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは 最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて 、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レー スにとって重要である全ての運動をシミュレーションすることになります。LFS S2は「シミュレーション 」とはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実 現されており、高い評価を得ています。 それは多くの面でカバーされてます。ー 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの 異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース 上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。ーあなたの車がコースでどれくらいの燃料を使 うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。 実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンション の改良とサスペンション・タイプ別による違い)、非常に詳細なタイヤ物理学・ダメージモデルの導入、 また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『 遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 3a7688eedff8956f241edea226cea5a0a80d0b9d 1469 1468 2006-11-15T10:44:54Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードなどは無く、ステアリング・アシストもついていませんので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2は「シミュレーション」とはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。ー 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。ーあなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違い)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 629b2d77c240fcb13e59d71335c60e1aa2346c3d 1470 1469 2006-11-15T10:46:27Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードなどは無く、ステアリング・アシストもついていませんので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。ー 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。ーあなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違い)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] b7602e0e9639956879a9f272fa4221aabe5daeb3 1471 1470 2006-11-15T10:47:51Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードなどは無く、ステアリング・アシストもついていませんので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違い)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 8516bbbe574ea9da7036d70a9aa9e0fe113d2d55 1472 1471 2006-11-15T10:48:37Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードなどは無く、ステアリング・アシストもついていませんので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 21b84175b2f212c4e24405e5b944f7ce8cd6b059 1473 1472 2006-11-15T10:50:30Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 30b4abcd73bf393387e8821ae3d002aff1547a00 1474 1473 2006-11-15T10:51:30Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 9b90daf991d6fb2174b66e6ddd8e10a2cf18cc0b 1475 1474 2006-11-15T10:52:29Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 09869c8956c10b2fd4913af3c7c4de1b7e715608 1476 1475 2006-11-15T10:52:58Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == After downloading the LFS S2 zip file from the website, it needs to be unpacked into its own directory. You can do this through Windows' built-in unzip program, or with a program such as WinZip or WinRAR. Once LFS is unzipped and is in its folder, it is ready to use! If you wish, you can create a shortcut on your desktop for the LFS.exe file for ease of use. LFS is also available on CD. To install LFS simply insert the CD into your drive and the installation routine will automatically start. Should the installation not start automatically you can start it manually by double clicking on ‘My Computer’ choosing the drive containing the LFS disc and then double clicking on setup. When the Installation has started simply follow the instructions on the screen. After the Installation has finished you should visit the official LFS website http://www.liveforspeed.net and download the latest patches from the download area. These patches contain bug fixes and might add new features to the simulation. == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] aba146aa43f9ae53775cb10f5e7dc5cf78b3996b 1491 1476 2006-11-17T09:13:38Z yamakawa 3 /* インストール */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg]] ウェブサイトからLFS S2 zipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.netから最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] c8f8a4d8ebd997c334c317bda3366223be2642ce 1492 1491 2006-11-17T09:17:10Z yamakawa 3 /* インストール */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[画像:download_jp.jpg]] ウェブサイトからLFS S2 zipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] f4acdc1b3a679500ea0000b28d89420e60039646 1493 1492 2006-11-17T09:18:34Z yamakawa 3 /* インストール */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2 zipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 8c13a9fdd648404bdd58bb734c3389afa73ee2d5 1494 1493 2006-11-17T09:19:12Z yamakawa 3 /* インストール */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == # Download the patch into the main Live for Speed folder on your hard drive. # Unzip the patch by right-clicking on the file and selecting "Extract to here". # Run LFS.exe [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 01f582e24b1fcb2c0211f508ec48c66c5e7f8cf3 1495 1494 2006-11-17T09:21:23Z yamakawa 3 /* パッチのインストール */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード。 #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き。 #LFS.exeを実行。 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] As soon as the installation has finished and the latest patch has been installed Live for Speed S2 can be started by double clicking on the LFS icon found on the desktop. Right after the intro you will be presented the first start screen. On this screen you will be asked to enter basic information like your name and the number plate you want to use, choose the units for velocity and pressure and choose if you want to sit on the right or the left side when driving. On the right side of the screen you will see your virtual representation driver model. By clicking on the arrows below the driver you can switch the model. The helmet colour can be altered using the according controls. Alternatively you can choose your own helmet design (skin) by clicking on ‘ HE-TDUK’ (name of the skin in use). How to create an own skin will be explained in the skinning tutorial. When you have adjusted everything to your likings you can click on ‘Next’ to proceed. On the next screen you will see your first car, the XF GTI. As you have not unlocked LFS yet not all cars will be available. You can however already change the colour of the car using the coloured buttons. Below the coloured button you can switch the driver in the car on and off and remove the body so that only the driver and the tyres remain visible. Using the arrow keys you can rotate the car. When you are finished with all setting you may click on ‘Next’ to continue. == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] cee8b818ca7cab1039acad5d95c193bc9701e9aa 1497 1495 2006-11-17T09:28:55Z yamakawa 3 /* はじめかた */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード。 #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き。 #LFS.exeを実行。 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] Now you can configure the controls. By default the controls are set up for mouse steering. If you want to keep it like that you can click on ‘Next’. As the feeling for the car is very important in Live for Speed S2 a force feedback wheel is the controller of choice and if one is available we recommend to configure it now – the effort will pay off! After clicking on ‘Wheel/Joystick’ you can assign functions to the buttons and axes of your wheel. Let's start with the steering. First click on Axes/FF and then on Steer. When you turn your wheel one of the bars on the left side should move. Now click on the button next to the bar to assign the steering to the correct axis. Now follow the same procedure for throttle and brakes. If throttle or brakes should move into the wrong direction you can click on invert to correct this. You will find additional information about the various settings in [[Options#Controls|Options - Controls]]. When everything is set up properly you can continue by clicking on next. You do not have to fear that anything is not set up correctly as you can change everything later on without any problems. Now you will see a few different tips and then reach the main menu. The main menu is the place where you can select the game mode you want to play or go to the options to change most settings. In order to use all features of Live for Speed S2 you will first need to unlock the game. You may do this now or first take a quick spin. To do the latter you just click on Single player and Next and you will find yourself sitting in your GTI on the Start/Finish line of the Blackwood GP circuit ready to go. When you have done your first few laps and figured out how to get out of the sand traps again - this happens to everyone, except the most experienced - you will get back to the main menu by hitting the Escape key. == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 6ad2248128b27ed356fcbaca4ac71128b2931318 1498 1497 2006-11-17T09:29:51Z yamakawa 3 /* コントローラー */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード。 #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き。 #LFS.exeを実行。 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] To unlock LFS you need to be registered on the official website http://www.liveforspeed.net - click on Create A New Account on the top right of the start page and enter the requested information for user name, email address and country. Below this information you have to choose your password which must be entered twice. You should choose your password carefully. If you were sent a voucher code, you may enter it on that page, or later if you prefer. When you click on Submit you will be sent an email containing a link for verification of your account. After clicking on this link your account will be created and you will be logged in automatically. Note : you can use the same user name and password to login at http://www.lfsforum.net - the official forum and http://www.lfsworld.net - a website offering extensive online statistics. After registering, you will then be able to buy a license using the payment method of your choice, or a voucher code. When you have paid for your license and it shows S2 in the right top corner you are ready to unlock S2. Now you are prepared to unlock Live for Speed S2. You simply have to start Live for Speed and unlock it using your user name and password, it's as simple as that! Welcome to Live for Speed S2! Now you have access to all [[tracks]] and [[cars]] of Live for Speed S2. Attention: To unlock LFS you need to have an internet connection. The bandwidth of your connection does not matter so an old modem will do the job. Once unlocked all features can be used offline as well. When you first buy a license you may unlock the game up to three times. This allows you to unlock on two computers and keep one spare unlock. After that, you will receive another spare unlock each month, up to a maximum of two, so that if you re-install Windows or upgrade your computer, you can always unlock Live for Speed again. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 023bdaf81c9a0b3e36db92ac44afad7e916dfbd0 1499 1498 2006-11-17T09:33:06Z yamakawa 3 /* アンロック */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード。 #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き。 #LFS.exeを実行。 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 注意:http://www.lfsforum.net(公式フォーラム)と http://www.lfsworld.net(LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 注意:LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 1a6eac8ad69b764f9562779025cc1529be7187cf 1500 1499 2006-11-17T09:34:07Z yamakawa 3 /* アンロック */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード。 #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き。 #LFS.exeを実行。 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 注意:http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 注意:LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 244eeccb3fc18aa12e1ef97c0df634e891eeac17 1501 1500 2006-11-17T09:35:51Z yamakawa 3 /* アンロック */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード。 #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き。 #LFS.exeを実行。 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ)http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意)LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 9350b564710f4e8c05a4aad6bc69a3d5ea1e0be5 画面表示 0 1411 1477 2006-11-15T10:57:16Z yamakawa 3 wikitext text/x-wiki To be successful in Live for Speed it is vital to familiarise with the cockpit gauges and on screen information. The gauges can be set up to your liking via the display menu in the options. Using [Shift]+F you can switch off all on screen information at once. == On-Screen == The track map: On the track map you can see your and your opponent's position.<br> Green: Your own car<br> Yellow: Human opponent in front of you<br> Orange: Human opponent behind you<br> Light Blue: AI opponent in front of you<br> Dark Blue: AI opponent behind you '''Frame rate display:''' The frame rate display shows how many frames per second are being drawn. This rate should never drop below 30 as the movement will start to be jerky. You can improve your FPS rate by tuning down the graphics details a bit. '''Position:''' The yellow number on the left shows your position in the race. '''Laps:''' 2/5 shows that you are in the second lap of a five lap race. During practice and qualifying only one number is displayed which shows how many laps you have driven. '''Total:''' The total duration of the race. '''Qualify:''' Only displayed in qualifying session this shows the time remaining to qualify. When the time runs out the text will be coloured orange. The lap which you are on will be the last one being timed. '''Best:''' The fastest lap you did during this session since you last left the pits. '''Lap:''' The current lap time. Will be started and stopped at the Start/Finish-Line. '''Split:''' The last split that was timed. '''Pedal bars:''' Green: Throttle<br> Red: Brakes<br> Blue: Clutch<br> Grey: Handbrake '''Steering:''' In the external view a red dot indicates how far the steering wheel has been turned. == Cockpit == '''Tachometer:''' The left gauge in the cockpit shows the current revolutions per minute. There is a red shift indicator light which will light up when shifting up or down would increase the power output of the engine. This can be turned off in the options. '''Gear Indicator:''' The gear you are currently in. '''Speedometer:''' The speed in mph or km/h. It can be displayed as analogue gauge like on the screenshot or in digital numbers. '''Turbo pressure gauge:''' Cars with a turbocharged engine have a gauge which shows the intake air pressure. When this pressure drops the engine has less power. '''Oil temperature gauge:''' The current Oil temperature. If the cooler has been damaged in a crash the engine temperature will rise and the driver should take care not to push too hard because this might destroy the engine. This is not enabled yet in S2 Alpha. It may also be Water Temperature, but the same principles above will apply. '''Fuel gauge:''' The remaining amount of fuel. Take care to pit in time or you will run out off fuel. A digital reading of the amount of fuel in your tank can be seen in the F12 menu. '''Clock:''' Some cars have a clock which shows the local time set up in Windows. '''FPS:''' Some cars have a gauge that shows the current FPS that Live for Speed is running at. This was added mostly to fill empty space on the console in some cars. '''Indicator light:''' An orange light indicates if the indicator or the hazard warning lights are turned on. '''Handbrake:''' If the handbrake is engaged it will be indicated by a red light. '''Pit Limiter:''' In cars that are equipped with a pit lane speed limiter, when the limiter is engaged it is indicated by a green light. '''Traction Control:''' In cars that have traction control, a currently engaging TC is indicated by a rapidly flashing blue light. If TC is disabled, the blue light will be constantly shown as a warning that TC is off. == Additional On Screen Displays == === F9 F10 F11 F12 === Using the F9-F12 keys, you can switch through the four on-screen displays for tyre temperature & wear, damage, live settings and pit strategy. Press the button again to turn off the display. === Tyre temperature & wear === [[image:TyreExplanation.jpg|thumb|Tyre temperature & wear]] <font style="color:gray">'''[F9]'''</font> The F9 display shows four small windows each containing a 2D profile of a tyre, some numbers and three grey bars. There are six areas in the diagram - three contact patches, the sidewalls and the air temperature. Each area goes from dark blue (cold) through green (ideal) and into red (overheated). There is also black, but that is only shown inside the tire after a blowout or puncture. Above the tyre diagram, there is a set of three numbers, which give the exact temperature of that tyre part.<br> Bear in mind that since the tyre diagram only shows the ''top'' section of the corresponding tyre, a 'flat spot' on a spinning wheel is represented by little flashes of red. At the top of each window there is a set of moving grey bars showing the footprint pressure of the tyre on the road. The display gives a good idea of how much camber (lean) the wheels have at any given point in time. With most cars there is a change in camber when the body rolls in a corner, but in order to find the most grip the wheel needs to be upright (relative to the road surface), when the bars are level the wheel is vertical to the road. Last but not least we have a little brown bar that appears inside the tyre diagram, this brown bar refers to the amount of dirt on the tyres. Dirt reduces grip a huge amount and therefore you should be more careful after a even a tiny 'off' - it can take a few corners to clean your tyres up again. === Damage display === [[image:DamageExplanation.jpg|thumb|Damage display]] <font style="color:gray">'''[F10]'''</font> The damage display shows you if a part of your suspension is damaged. An orange bar symbolises the damage. The longer the orange bar, the more damaged your suspension is. A red bar means that a part of your suspension has completely collapsed - But probably you will already have noticed this by the behaviour of the car. '''UPR:''' Represents damage to the upper strut. This essentially means the upper suspension arm is bent/shorter, thus decreasing your [[Advanced_Setup_Guide#Camber_Adjust|camber]] (more negative). '''LWR:''' Is damage to the lower strut, increasing your camber (more positive). '''TOE:''' Shows damage to your [[Advanced_Setup_Guide#Toe_In|toe in/out]] setting. The orange bar illustrates in which direction the front of the corresponding tyre is pointing to. If the orange bar on the left suspension damage display points to the right, then you have more toe in, if it points to the left, you have more toe out. Vice versa for the right suspension damage display. '''Spring/Damper damage:''' Shows how intact your [[Advanced_Setup_Guide#Bump_.26_Rebound_Damping|damping]] is. If the bars become red, the damping failed completely, which you will immediately notice because your car will be jumping all over the place. === Live settings === [[image:LiveSettings.jpg|thumb|Live settings]] <font style="color:gray">'''[F11]'''</font> This display allows for some on-the-fly changes to your current car setup. Included are [[Advanced_Setup_Guide#Brakes_2|brake balance]] and [[Advanced_Setup_Guide#Anti_Roll|front/rear anti-roll bars]]. Note: The changes made on this display are applied (almost) immediately! So better don't fool around with the brake balance when approaching that tricky hairpin. Furthermore, not all cars can adjust all three settings. The RaceAbout, for example, has no rear anti-roll bar. === Pit instructions === [[image:PitInstructions.jpg|thumb|Pit instructions]] <font style="color:gray">'''[F12]'''</font> On the pit instructions display, you can set up what actions should be taken while doing a pitstop. Additionally, there is a fuel display and other generic information, for example if a pitstop is required (by racing rules) or not.<br> The values displayed in the square brackets [] indicate the difference to the current setting. For example, if you currently have 5° front wing and change it to 8°, the bracketed value will read [+3°]. As soon as you do your pitstop, the changes will be applied and the value reset to [+0°]. The change instructions include: '''Fuel load at pit stop:''' Sets the (percentage) amount to which your tank will be filled when doing a pitstop. If the current fuel amount is bigger than this value, no action will be taken. '''Tyre change if wear > X%:''' Sets the amount of how much a tyre must be worn before it will be changed. If you set it to 10%, then even a slightly worn tyre will be changed, if set to 90% the tyre must have almost no tread left before it gets replaced. Additional options are 'always' and 'never'. '''Wheels are symmetric/asymmetric:''' Defines wether you want to edit the front/rear wheels in a symmetric fashion or not. If you choose asymmetric, you can also edit the left/right side independendly. '''Tyre type:''' Change this if you want to mount a different type of tyres. See [[Advanced_Setup_Guide#Tyres_2|tyre types]] for more information. '''Camber adjust:''' See [[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]. '''Pressure:''' Sets the [[Advanced_Setup_Guide#Pressure|tyre pressure]]. '''Wing:''' (only on cars with downforce) Sets the angle of your wings. See [[Advanced_Setup_Guide#Downforce_2|downforce]]. Please note that depending on the car you drive, some of the options seen on the screenshot might not be available. For example, on non-downforce cars, there is of course no wing adjustment. === G-Forces === At the bottom of the screen right in the middle you will see figures showing the actual lateral and longitudinal acceleration. Lateral acceleration is on the left and a small triangle shows if the acceleration is to the left or the right side. The longitudinal acceleration is on the right side and a triangle shows the direction of the acceleration here too. === Race position list === Shows your position in the race as well as the position of your opponents. At the end of each sector the gap between you and your opponents will be displayed. === Suspension === <font style="color:gray">'''[Shift + L]'''</font> Pressing this key combination will bring the suspension display to the screen. This is a schematic diagram of the car's suspension which is updated in real time so you can view the suspension work through corners and over bumps. This display will also reflect if your car uses a Double Wishbone, Mac Pherson or Trailing Arm suspension. === Latency/Lag bars === They display the amount of latency between you, other players and the server. Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! <!-- links to other languages --> [[de:Anzeigen]] 67c1fa13f4578e20d7b86ad60135614dd13dc4bd ゲームモード 0 1412 1478 2006-11-15T10:57:49Z yamakawa 3 wikitext text/x-wiki == Training == [[image:Training.jpg|thumb|Training]] The new practice mode in Live for Speed is intended as a driving school which will help everyone new to Live for Speed to acquaint themselves with the driving techniques needed for circuit racing. Of course even for Live for Speed veterans the Training can be of huge benefit in refining their driving style. Choose one of the lessons from the list and on the following screen you will find information about what is asked from you to pass the test. After finishing the exercise LFS will tell you how well you did.<br> All the lessons have to be finished within a given time and none of the cones may be touched, or the course is failed to pass. Clicking on the Multiplayer-Button takes you to your virtual online career. While online you always should remember that you are racing against human opponents and should behave appropriately. Drive carefully and try to avoid crashes. [[Driving_Guide|Driving cleanly]] will not only provide better racing - it will even help you to find opponents that want to race you. The quickest way to start is to click on 'Display List of Games' and choose one of the many available online hosts. Of course there are additional options which will now be clarified. == Multiplayer == [[image:Serverlist.jpg|thumb|Serverlist]] === Multiplayer Main Menu === '''Online Mode:''' This lets you choose if you want to race in Demo, S1 or S2 mode. After choosing Demo, LFS will behave as if it was the locked demo. You will only be able to race the demo cars on the demo tracks and the number of racers will be limited to 11. This option is useful if you want to race a friend who has not (yet) bought LFS. When you create a server while the demo mode is activated, only racers with the demo or racers, who have the demo mode activated as well, will be able to see and join your server. Of course you can switch back to S1 or S2 mode as often as you want without unlocking LFS again. '''Windowed while connecting:''' When this option is activated, LFS will switch to windowed mode while connecting. This is useful when you need to manually connect to the internet or when you have a firewall which displays a dialogue when LFS wants to send data to the master server. If your computer automatically connects to the internet and LFS is allowed to communicate with the internet, you can of course disable this option. '''Search Player:''' As every player in Live for Speed has a unique player name, you can search for every player from within LFS. Just enter the player's name you are searching for and, if the player is online, you will be asked if you want to join him on the server. === Display list of games === After clicking on this button LFS will connect to the master server and download a list of all available Live for Speed servers which are not hidden. The list contains extended information about each server including which cars are allowed, which track is being used and how many racers are on the server at the moment. Clicking on the '?' button will show various additional information in the chat window including the names of the racers on the server. Using the buttons on the bottom you can specify some criteria for the servers displayed. '''Car filters:''' The car filters help you find the host you want. The QUICK method of using the filters: Use the car class buttons on the right of the screen to quickly set several car filters. ALL is the default. For fine tuning or manual operation: Click on the vertical car names in the list of games. You can set them to GREY, BLUE or RED. GREY : You don't mind if this car is enabled or not<br> BLUE : This car MUST be available on the host<br> RED : This car must NOT be available on the host - Leave most of them GREY (the default colour)<br> - The cars you want to use, set them to BLUE<br> - Use RED only for cars you really don't want to see Guests : please do join empty hosts - people will join!<br> Hosts : please don't allow all cars, if possible. '''Car codes:''' In the serverlist you will find some cryptic codes which represent the cars allowed to be driven on the server. The following list contains the available cars of S2: UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track codes:''' The tracks are also specified within the server list using codes listed in the following table. Each configuration with the exception of the drag strips can also be run either in normal or reverse direction, effectively doubling the number of tracks. The track code is usually a combination of three parts: 1. Track identifier, 2. Config number and 3. Reverse flag. Example: BL1R would stand for "Blackwood GP Reverse", AS3 for "Aston National", etc. BL - Blackwood (3 configs: GP, RallyX, Car Park) SO - South City (5 configs: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6 configs: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7 configs: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1 config : International) KY - Kyoto (3 configs: Oval, National, GP Long) AU - Autocross (4 configs: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Info codes:''' Each server on the list has a info column which provides a quick overview of how the server is set up, using six different characters to indicate the settings. V - Voting (for kick/ban) is allowed S - Selecting the track is allowed Q - Qualifying is possible (otherwise only race) M - Mid-race join is enabled P - Pit stop is mandatory R - Host is connected to the [[InSim_Tutorials|Insim Relay]] '''Chat:''' When you click the chat button a chat window will be displayed above the serverlist. This allows you to meet other racers and arrange races or just chat a bit. Like in IRC there are a few commands you can use: /find [username] – will show if the user is online at the moment just like the 'Find User' button.<br> /users – will show how many users are online at the moment.<br> /hosts – will show how many hosts are online at the moment.<br> /me [text] – displays an action of yourself.<br> /leave – closes the chat just like the 'Leave' button.<br> /help – shows a list of all chat commands. === Join specific game === This option helps you to join a specific server, for example a team or racing series server, without having to browse the serverlist before. Everytime you click on 'Join specific game', the last server you raced on will be preset. This makes it possible to rejoin a server that you have been disconnected from within a few seconds. '''Type of Server:''' Here you can choose if the server is for a LAN or an Internet session. The LAN option allows up to 3 players racing each other while using the same LFS-Username. This makes it possible to arrange small LAN parties even if not all players have bought Live for Speed. Within the demo mode, the LAN option also can be choosen when the IP of the server is known and you do not want LFS to connect to the master server. The option 'Internet' will make LFS automatically connect to the master server. This way, entering the server's name is enough information to establish a connection but a single user name can only be onlíne once. '''Servername:''' Entering the server's name will connect you directly with the server. Capitalisation and colours are ignored. '''Server Password:''' Some servers are not opened to the public as they serve specific purposes like team practice or racing series events. These servers are usually protected by a password which you can enter here. Many servers, even public ones, have set up an admin password. If you enter this admin password, you will be allowed to change certain server-settings by using specific chat-commands (see key-commands). Capitalisation is generally ignored but colours have to match. '''Server IP-Address:''' After choosing LAN as server type, you can enter the server's IP-Address here. '''Server Port:''' The default server port is 63392 and usually does not need to be changed. If, for some reason, the server does not use the default port, you can specify the correct port here. === Start new game === Of course you can open your own server for Live for Speed. The possible number of players who can race on your server primarily depends on the upload bandwidth of your Internet-connection. The integrated Bandwidth calculator will help you to determine how many racers you should allow to connect. Generally there are two different types of server. The first is the standard server which you run on your computer while racing yourself. The second is the so called dedicated server which does not offer ingame graphics and only allows others to connect to your server. For both server types there are various server options which will be described below. '''Type of server:''' This is pretty much the same as in 'Join specific game' but has the additional option 'Hidden'. A hidden server will be logged in on the master server but not visible on the player's server list. Only players that know the exact server name will be able to connect to the server. '''Servername:''' This is the name of your server, which will show up in the server list, or if the server is hidden has to be manually entered by the racers that want to connect. '''Server Password:''' Entering a password into this line will change the server from a public into a private server. Only racers knowing the password will be able to connect. Leaving this line empty will allow everyone to connect. '''Administrator Password:''' Entering an administrator password will allow a remote administration of the Live for Speed server. A racer who connected using the admin password will be allowed to change certain server-settings using a set of chat commands. '''IP-Address:''' If the server has more than one IP-Address you can specify which address should be used by the LFS-Server. '''Port:''' Specifies which port the server should use to connect to the Internet. Usually this can be left at the default value 63392.<br> ADVICE: If the server connects to the internet through a firewall the TCP and UDP ports which are used by LFS (default: 63392 and 29339) have to be forwarded (http://portforward.com/routers.htm) to the server. '''Internet connection:''' The optimal maximum number of players on your server depends on the upload bandwidth of your Internet connection. Just choose the correct entry from the list. '''Maximum Upload:''' If the upload bandwidth of your internet connection does not match one of the entries in the list you could choose from under the option 'Internet connection' you can manually enter the correct value here. The value has to be in kBit/s.<br> ADVICE: If you only know your upload bandwidth in kByte/s or Mbyte/s you will have to convert it to kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Maximum number of Guest PCs:''' This is the maximum number of PCs that will be allowed to connect to your server. This number does not necessarily match the number of racers that will be able to race on your server. '''Maximum cars in race:''' This is the maximum number of cars that will be allowed to race on your server. This includes human racers as well as the AI. '''Maximum cars per guest:''' This is the maximum number of cars every single guest PC might run on your server. This includes human racers as well as the AI. '''Maximum cars on host:''' This is the maximum number of cars you will be able to race on your server. '''Packets per second:''' Every second all the connected PCs receive data packets from the server which inform them about the positions of all the cars on the track. The more packets per second the PCs receive the more fluent the movement of all the other cars will be and thus the simulation will simply be more immersive. This value determines how many packets per second will be sent which hugely depends on the upload bandwidth of your internet connection. You should always try to keep this value as high as possible. '''Dedicated:''' If you are using a PC to run the server, which does not offer enough 3D performance to properly run LFS in full graphic mode you can choose to run a so called dedicated server which only shows a summary of the connection. You will not be able to directly follow the race but you can still chat with the racers. '''Allow vote (Kick/Ban):''' LFS allows the racers to kick or ban another racer by voting to do so. This has proven to be a good way to prevent people to destroy the races of others on purpose. If this option is set to 'No' only the server administrator will be allowed to kick or ban other racers. '''Allow track:''' If set to 'Yes' this allows the connected to choose the track they want to race on, otherwise only the server adminitrator will be allowed to choose a different track. == Singleplayer == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Even though Live for Speed was developed to offer the best online racing possible, its single player mode is not only a necessary addition but also very usefull in different aspects. The single player can be used to learn new tracks, develop setups or even practice some overtaking against the learning AI. If you make a mistake in single player mode, you will never anger anyone – except yourself, perhaps. '''Skill Level:''' The speed of the AI can be varied from Beginner to Pro. Remember that the AI improves while racing and thus gets faster. On some tracks, the AI might be more than 5 seconds faster after an hour of racing. Every single AI behaves a little different so racing them will never get too boring. '''Add AI driver:''' You can add up to 12 AI driver to the race. '''Join Race:''' This allows you to enter the race yourself. If you have already added 12 AI drivers to the race, you will not be allowed to join yourself as 12 is the maximum number of racers allowed. '''Start Grid:''' This is a list of all participating drivers. Clicking on a drivers name will select this driver, clicking on the '-' in front of the name will remove the driver from the grid. '''Swap Position:''' This button will only be visible when an AI has been selected from the grid. When you click on this button you will swap position with the selected AI in the grid. '''Player:''' This button directly takes you to the player's options, allowing you to change the name, the driver model you use and your nationality. '''Garage:''' This button takes you to the pits where you can set up and tune your car. '''Track:''' This button lets you choose the track, its configuration, the weather and the time of day. '''Laps:''' The grey buttons allow you to choose how many laps you want to race. Choosing 0 laps will start an unlimited practise session which probably is the best way to learn new cars and tracks as you can do as many timed laps as you want. Additionally, this is the mode that allows you to train your AI over night. As soon as you select 1 or more laps to race, an additional control appears which lets you choose if you want to have a qualifying before the race and how long it should be. Right below the number of laps you can select how much wind you want to have. There are three levels of wind: none, low and strong. The direction and the actual strength is set by a random function.<br> INFORMATION: The number of laps is limited to a max of 255.<br> ADVICE: Right-Clicking on the buttons will change the value in steps of 10. === Game Lobby Screen === In the game lobby screen you will set up your single and multiplayer races. Here you can choose your car, including it's skin and setup, the track and set up how long you want to race. Let’s examine the buttons you can access and their usage. You can see a skill level button labelled pro with an arrow at each end, this button controls the level of intelligence for the AI (Artificial Intelligence) clicking on the left arrow lowers the value, the right increases the value, newbie is the lowest value and starting point, pro is the highest level. The next button under the skill level is the add AI button this adds a robot car to LFS ready to race against you or against another AI car or the clock; up to twelve AI can race at any one time or eleven AI against you, the racer in offline mode. AI racing is fun and a great way to learn the tracks, racing lines etc., AI can consist of different cars against each other, due to similar outputs and abilities many LFS racers have pitted the GTi against the GT and close racing & great spectator fun has always ensued. The join race button is self explanatory; this allows you to add your car, manned by you and join in the fun. Looking now to the group of buttons to the right of the screen, we see that the next button is called the player button. === Garage Area and Car Settings === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === Track Selection === [[image:Trackselect.jpg|thumb|Choose your track]] Next we will cover the last button the tracksselection button, pretty important as we need a safe place to race our cars, hey? You will see a small map showing the selected track from an overhead view and details on the overall length of that track, next to the tracks button are buttons that set the type of race at the selected track, the race length and wind speed if any. They are: '''Qualifying''', this sets the qualifying time in minutes or can be disabled so there is no qualifying for this race race 1, this shows the selected number of laps in the current race, This can be as high as 255 laps or as low as 1 lap, also decreasing the counter to zero sets the session to practice, this is an untimed free session. '''Wind''' has three settings, no wind, low wind and high wind. The wind direction and speed is randomized by LFS and it will have a noticable impact on your laptimes! There are six major track areas for racing, the sevenths area Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. A map showing the track layout is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: BRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSK - You have to make the choice! At this stage of LFS development actual weather conditions, such as rain, hail, fog etc have not been implemented, nor has night racing. Clicking the OK button will lock in the selected track and options you have chosen and return you to the Single Player selection screen where you can join the race and start racing by clicking the GO button. == Hotlapping == [[image:Hotlapping.jpg|thumb|Hotlapping]] In hotlapping mode you can try to compete with the best drivers in the world without even going online. This mode puts you on the track in a controlled and perfect environment and lets you fight against the clock. But you should be careful not to leave the road or hit an object while trying to improve your lap times as the HLVC (HotLap Validity Check) will constantly watch what you are doing and mark any lap as invalid which was not clean. In the top right corner of the screen you will see the fastest valid lap you have done and the last split times you did. After you have done a lap that was a personal best and that was marked as valid by the HLVC, you can upload it to http://www.lfsworld.net, compare your time to the official world-record time and see how you rank against all the other racers out there. Saved replays you can find in data\spr folder. Best way to save replay is to press '1' key, this saves replay file with automatic name in format youraccountname_track_car_time.spr, eg. somebody_AS1_UF1_10883.spr. To name replay file yourself, press '2' key. To upload a replay, open S2 Hotlaps in LFS World, and go to tab Hotlap Charts. You can access the hotlap database from online game, see 'LFS World statistics commands for in-game usage'. ''TIP:'' Replays of all the laps that have been uploaded to LFS World can be downloaded and then watched on your PC. This is the perfect way to study the racing line of the world's best drivers and improve your own laptimes. == Replays == [[image:Replays.jpg|thumb|Replays]] One of the great features of LFS is the ability to record a replay of each race, whether it be a Single Player Race (SPR) or a Multiplayer Race (MPR, LAN or Online). Watching a replay you can use various camera-perspectives, speed-up, slow-down or even pause the play back. The appropriate hotkeys are listet in the key commands chapter. To record a race it is customary to set this feature in the Options/Game section as we discussed before, however you can save a recorded session by hitting the 1 key on the main keyboard , this saves the race up until that point and immediately starts the saved replay playing back, this is useful when you have just finished an online race and want to save it before everyone restarts. During a single player replay, if you hit the esc key, you will be presented with some options: '''Options:''' Takes you to main options screen '''Replay:''' Restarts the selected replay '''Output lap data:''' Saves technical information to a .RAF (Repay Analyser File) that you import into external programs, such as [http://www.ctd-racing.com/AFS/ Analyse For Speed] or [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] available from the Live For Speed main site. '''Test drive:''' This allows you to drive using someone’s replay file. Say you dl a World record holders replay and want to see how you do in their car! You may have to change your controller settings to suit if they use a wheel and you use kbd etc .first. <!-- links to other languages --> [[de:Spielmodi]] 1e29b8214c108e6331be83edce4d79f4241c19e0 オプション 0 1413 1479 2006-11-15T10:58:19Z yamakawa 3 wikitext text/x-wiki == Audio == [[image:Audio.jpg|thumb|Audio]] This menu allows you to change the volume of the music and the various sounds. '''Car Sound Volume:''' Controls volume of all car sounds relative to music and interface sounds '''Skid Volume Boost:''' Multiplies the realistic skid volume to make it easier to hear. Set to 1 for 'realistic' volume level. '''Wind Volume Boost:''' As above but for wind effects. Note that regardless of this setting, wind noise will be much louder in open topped cars than tin-tops. '''Echo volume boost:''' This determines the volume of the echo effect. The default value of 2.0 should be realistic but you can of course alter it to your likings. '''Music volume:''' Volume of the menue and the in-game music. '''Music in setup screens:''' Switches the music in the setup screens on or off. '''Music while racing:''' Switches the music that is played during racing on or off. '''Music during replays:''' Switches the music that is played during the replays on or off. '''Song choice:''' Using the buttons 'Skip' and 'Select' you can choose the song that should be played. '''In-game music:''' LFS supports playlists and here you can see and change which playlist is being used at the moment. Using 'Skip' you can advance one song and using 'Select' you can directly choose a song. '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''TIPP:'' The music files of LFS are in Ogg Vorbis format. You can create your own music files using a freeware encoder available at www.vorbis.com or using Audacity. To play the songs back within LFS they have to be in the ..\Data\Ogg directory. == Screen == [[image:Screen.jpg|thumb|Screen]] In this menu you can choose the desired resolution, colour depth and refresh rate and assign key commands for different screen configurations. '''Show non-square modes:''' This allows you to choose resolutions with a different aspect ratio than 4:3 which can be used for widescreen displays for example. '''Show 32.bit modes:''' This shows the modes with 32bit of colour depth. The standard colour depth is 16bit. '''Wide screen effect:''' This simulates the effect when watching a movie on a normal 4:3 TV by displaying black bars at the top and the bottom of the screen. '''Clip mouse to window:''' If you are using LFS in a windowed you can leave the LFS window with the mouse pointer. This can be a real problem if you are steering the car with the mouse. This option prevents the mouse pointer from leaving the LFS window. The option can also be enabled and disabled by pressing Ctrl+C. '''Key assign:''' This allows you to assign the resolution, colour depth and refresh rate to one of the four available key commands Shift+F9 – Shift+F12. Just choose the desired setting and then klick on one of the buttons on the right side. == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] The options in this setup screen bear all the secret-settings for the graphics quality. Fine tuning of these options can raise the framerate or improve the image-quality. Turning of some of the options can vastly improve the gaming experience on some Computers that are not quite 'up-to-date'. '''User LOD:''' This option influences the 'Level Of Detail' meaning the quality of the objects and textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.<br> ''Performance: 0.25 | Quality: 1.00'' '''Dust LOD:''' This influences the quality of dust as well as smoke.<br> ''Performance: 0.25 | Quality: 1.00'' '''Mirror LOD:''' This influences the quality of the picture displayed in the mirrors just like the User LOD does for the Cockpit view.<br> ''Performance: 0.25 | Quality: 1.00'' '''Screen width affects LOD:''' This indicates if the resolution influences the detail level of the picture. This means that the level of detail is raised when a screen resolution higher than 1024x768 is used.<br> ''Resolution > 1024x768 – Performance: Off | Quality: On, Resolution < 1024x768 – Performance: On | Quality: Off'' '''Track LOD reduction:''' This Option can vastly improve the performance as invisible objects are no longer drawn and some details are reduced. The picture quality is not affected too much and thus this option should always stay turned on.<br> ''Performance: On | Quality: Off'' == View == [[image:View.jpg|thumb|VIew]] The options in the View category will adjust camera sight in the game. Making a personal prefered setting is recommended as what you see in the game is most important. Let's go through the options available from top to bottom. '''Field of view:''' The width of the view you are presented in game, also known as the amount of zoom. A smaller field of view will result in a closer look at what's in front, but will show less of what's beside you wich is also important. A larger field of view will result in good view around you but a distant view what's in front of you. It's up to you to define a balance here, try and adjust the slider till it comforts you. The default value is around 90°. '''The 1g tilt/shift options:''' These options define how much the view standard view and the custom view is shifted and tilted with the G forces. With all of these options set to 0, the camera remains staticly at its position. As a human head and body moves along with G forces applied to it, the head and thus view moves along as well. For a realistic setting, set these options between 0 and 50% of their maximum value. '''Default Driver view:''' You can have 2 static cameras in-game, either the standard view which is the most realistic, or the custom view wich can be placed anywhere. How to set up a custom view will be explained later on. Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 42bcd73839e17905104904bcf7d19558313c6e85 1485 1479 2006-11-15T11:16:41Z yamakawa 3 /* Audio */ wikitext text/x-wiki == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、音楽とさまざまな音量を変更できます '''Car Sound Volume:''' Controls volume of all car sounds relative to music and interface sounds '''Skid Volume Boost:''' Multiplies the realistic skid volume to make it easier to hear. Set to 1 for 'realistic' volume level. '''Wind Volume Boost:''' As above but for wind effects. Note that regardless of this setting, wind noise will be much louder in open topped cars than tin-tops. '''Echo volume boost:''' This determines the volume of the echo effect. The default value of 2.0 should be realistic but you can of course alter it to your likings. '''Music volume:''' Volume of the menue and the in-game music. '''Music in setup screens:''' Switches the music in the setup screens on or off. '''Music while racing:''' Switches the music that is played during racing on or off. '''Music during replays:''' Switches the music that is played during the replays on or off. '''Song choice:''' Using the buttons 'Skip' and 'Select' you can choose the song that should be played. '''In-game music:''' LFS supports playlists and here you can see and change which playlist is being used at the moment. Using 'Skip' you can advance one song and using 'Select' you can directly choose a song. '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''TIPP:'' The music files of LFS are in Ogg Vorbis format. You can create your own music files using a freeware encoder available at www.vorbis.com or using Audacity. To play the songs back within LFS they have to be in the ..\Data\Ogg directory. == Screen == [[image:Screen.jpg|thumb|Screen]] In this menu you can choose the desired resolution, colour depth and refresh rate and assign key commands for different screen configurations. '''Show non-square modes:''' This allows you to choose resolutions with a different aspect ratio than 4:3 which can be used for widescreen displays for example. '''Show 32.bit modes:''' This shows the modes with 32bit of colour depth. The standard colour depth is 16bit. '''Wide screen effect:''' This simulates the effect when watching a movie on a normal 4:3 TV by displaying black bars at the top and the bottom of the screen. '''Clip mouse to window:''' If you are using LFS in a windowed you can leave the LFS window with the mouse pointer. This can be a real problem if you are steering the car with the mouse. This option prevents the mouse pointer from leaving the LFS window. The option can also be enabled and disabled by pressing Ctrl+C. '''Key assign:''' This allows you to assign the resolution, colour depth and refresh rate to one of the four available key commands Shift+F9 – Shift+F12. Just choose the desired setting and then klick on one of the buttons on the right side. == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] The options in this setup screen bear all the secret-settings for the graphics quality. Fine tuning of these options can raise the framerate or improve the image-quality. Turning of some of the options can vastly improve the gaming experience on some Computers that are not quite 'up-to-date'. '''User LOD:''' This option influences the 'Level Of Detail' meaning the quality of the objects and textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.<br> ''Performance: 0.25 | Quality: 1.00'' '''Dust LOD:''' This influences the quality of dust as well as smoke.<br> ''Performance: 0.25 | Quality: 1.00'' '''Mirror LOD:''' This influences the quality of the picture displayed in the mirrors just like the User LOD does for the Cockpit view.<br> ''Performance: 0.25 | Quality: 1.00'' '''Screen width affects LOD:''' This indicates if the resolution influences the detail level of the picture. This means that the level of detail is raised when a screen resolution higher than 1024x768 is used.<br> ''Resolution > 1024x768 – Performance: Off | Quality: On, Resolution < 1024x768 – Performance: On | Quality: Off'' '''Track LOD reduction:''' This Option can vastly improve the performance as invisible objects are no longer drawn and some details are reduced. The picture quality is not affected too much and thus this option should always stay turned on.<br> ''Performance: On | Quality: Off'' == View == [[image:View.jpg|thumb|VIew]] The options in the View category will adjust camera sight in the game. Making a personal prefered setting is recommended as what you see in the game is most important. Let's go through the options available from top to bottom. '''Field of view:''' The width of the view you are presented in game, also known as the amount of zoom. A smaller field of view will result in a closer look at what's in front, but will show less of what's beside you wich is also important. A larger field of view will result in good view around you but a distant view what's in front of you. It's up to you to define a balance here, try and adjust the slider till it comforts you. The default value is around 90°. '''The 1g tilt/shift options:''' These options define how much the view standard view and the custom view is shifted and tilted with the G forces. With all of these options set to 0, the camera remains staticly at its position. As a human head and body moves along with G forces applied to it, the head and thus view moves along as well. For a realistic setting, set these options between 0 and 50% of their maximum value. '''Default Driver view:''' You can have 2 static cameras in-game, either the standard view which is the most realistic, or the custom view wich can be placed anywhere. How to set up a custom view will be explained later on. Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 09150fa20579c5d159ba5cbc6a63e69e255500a7 車種 0 1414 1480 2006-11-15T10:58:46Z yamakawa 3 wikitext text/x-wiki == Summary == [[image:Cars.jpg|thumb|The cars in LFS S2]] There is a total of 19 cars in LFS S2. Most can be loosely divided into different classes to keep racing fair and fun. '''FR'''<br> XFG & XRG: A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !Model !Abbrev !Layout !Drive !Engine !Output !Weight |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - Front-wheel drive hatchback, similar to European hatchbacks such as the Peugeot 106 and Golf GTI *'''XR GT''' (XRG) - Rear-wheel drive, front engined coupe, similar to a Mitsubishi Starion, Porsche 944, or Mazda RX-7 FC *'''XR GT Turbo''' (XRT) - XR GT with a larger engine and turbocharger *'''RB4 GT''' (RB4) - Four-wheel drive, front-engined coupe, similar to a Toyota Supra or Celica GT4 *'''FXO Turbo''' (FXO) - Front-wheel drive, front-engined coupe, similar to the Vauxhall/Opel Astra Coupe *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !Model !Abbr. !Layout !Drive !Engine !Output !Weight |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V_engine|V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - Small front-wheel drive car, similar to a classic Mini *'''Raceabout''' (RAC) - Rear-wheel drive mid-engined open-top sports car, based on the real RaceAbout '02 built by Finnish University students *'''FZ50''' (FZ5) - Rear-wheel drive, rear-engined sports car, similar to a Porsche 911 *'''XF GTR''' (XFR) - Lighter, higher-powered racing version of the XF GTI with slick tires *'''UF GTR''' (UFR) - Higher-powered version of UF 1000 with wider track and slick tires *'''Formula XR''' (FOX) - Small open-wheel race car, similar to a Formula Renault 2000 racecar *'''Formula V8''' (FO8) - Open-wheel race car, similar to a Formula 3000 / GP2 racecar *'''BMW Sauber''' (BF1) - A recreation of the 2006 season BMW Sauber Formula One racecar *'''FXO GTR''' (FXR) - Four-wheel drive racing version of the FXO Turbo with downforce, similar to GT500 series racecars *'''XR GTR''' (XRR) - Lighter racing version of the XR GT Turbo with downforce, similar to GT500 series racecars *'''FZ50 GTR''' (FZR) - Lighter racing version of the FZ50 with downforce, similar to GT500 series racecars == Car details == === UF 1000 (UF1) === [[image:UF1.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''Setup tip:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''Setup tip:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] 7bd9fc1697aba492e798943a1257fda34b52d28b サーキット 0 1415 1481 2006-11-15T10:59:14Z yamakawa 3 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 Tracks == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="4" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 tracks''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Track ! style="border: 1px solid #000000;" | Circuit ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Length |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||2.1 mi (3.4 km) |- |Rallycross||BL2||1.2 mi (2.0 km) |- |Car Park||BL3||0.2 mi (0.3 km) |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5"|[[Tracks:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||1.3 mi (2.1 km) |- |Sprint Track 1||SO2||1.3 mi (2.0 km) |- |Sprint Track 2||SO3||0.8 mi (1.3 km) |- |City Long||SO4||2.5 mi (4.0 km) |- |Town Course||SO5||2.0 mi (3.1 km) |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.0 mi (1.6 km) |- |Green Track||FE2||1.9 mi (3.1 km) |- |Gold Track||FE3||2.2 mi (3.5 km) |- |Black Track||FE4||4.1 mi (6.6 km) |- |Rallycross||FE5||1.3 mi (2.0 km) |- |RallyX Green||FE6||0.5 mi (0.7 km) |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||0.3 mi (0.5 km) |- |Skid Pad||AU2||0.1 mi (0.1 km) |- |Drag Strip||AU3||0.7 mi (1.1 km) |- |Eight Lane Drag||AU4||0.7 mi (1.1 km) |} *'''Blackwood''' - Located in the English countryside, the Blackwood circuit, characterized by a long back straight, is the environment available in the demo. It contains one road and one rallycross configuration, plus reverse for each, and a rectangular parking lot for autocross. *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. It contains five road configurations, plus reverse. *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 4.1 miles (6.6 km). *'''Test Area''' - A group of non-circuit environments that include: **'''Autocross''' - A large, flat, L-shaped parking lot with placeable marker objects for custom track layouts **'''Skid Pad''' - A circular pad for testing a car's cornering ability **'''Drag Strip''' - A 1/4-mile, eight-lane drag racing strip == S2 Tracks == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="4" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 tracks''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Track ! style="border: 1px solid #000000;" | Circuit ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Length |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||1.9 mi (3.0 km) |- |National||KY2||3.2 mi (5.1 km) |- |GP Long||KY3||4.6 mi (7.4 km) |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" | [[Tracks:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||International||WE1||3.2 mi (5.2 km) |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[Tracks:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.2 mi (1.9 km) |- |Club||AS2||1.9 mi (3.1 km) |- |National||AS3||3.5 mi (5.6 km) |- |Historic||AS4||5.0 mi (8.1 km) |- |Grand Prix||AS5||5.5 mi (8.8 km) |- |Grand Touring||AS6||5.0 mi (8.0 km) |- |North||AS7||3.2 mi (5.2 km) |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The sweeping Westhill circuit, situated in a farming area, provides fast and wide turns. It contains one road configuration so far, plus reverse. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 5.5 miles (8.8 km). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. {{Tracks}} <!-- links to other languages --> [[de:Strecken]] 2ea6df8cccfb34e2c9a896c14211f141d3885a7d ドライビングガイド 0 1416 1482 2006-11-15T10:59:45Z yamakawa 3 wikitext text/x-wiki == Simple Driving Tips == * Use your brakes in good time when you are approaching a corner. It is in fact faster to take a corner at a safe speed, rather than braking late and hard (which could cause you to run off the track or run wide, off the racing line). * Hard braking also causes flat spots to occur on your tyres, significantly reducing grip and possibly leading to blowouts. Also avoid driving on grass and dirt, as this also reduces grip. * Be gentle with your throttle when you are driving a rear wheel drive car. Applying too much throttle too quickly will cause you to spin out when you exit corners. * Be very careful in the first corner of the race, especially when starting from the back. Probably you have brake way earlier than you are used to, because cars are piling up there. The first turn is the most dangerous one in a race, be careful, don't ruin your or (even worse) the race of others. * Practise makes perfect. Drivers who win races do so because they put in the time and effort into learning the track and their cars. == Online Racing Etiquette == * Don't spam: There is no need to repeat a message over and over. Other racers will be annoyed by you. It's rude and there is simply no use in doing that. Even if you are angry or you have the right to be angry, never spam! * If you get BLUE FLAG displayed on the screen, it means a player who is one or more laps ahead of you is attempting to pass. You must let this player past you as soon as possible by driving your car out of the racing line and slowing down a bit on a clear straight. == More Driving Tips == ''by Gentlefoot'' === Speed comes from consistency === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. Consistency is an absolute must when adjusting your setups. When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[Additional_Tools#Analyze_for_Speed|AnalyzeForSpeed]] === This tool is fantastic. When you watch WRs and can’t work out how they are getting through corners at certain speeds, this tool can help. You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as tho you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you.<br> [http://www.ctd-racing.com/AFS/ Analyse for Speed website]<br> [http://www.liveforspeed.net/?page=analysers LFS's analysers info page (to download the 'trackmaps')] === Corner Entry === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === Braking === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. === Tyres === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === Important Corners === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === Power on Early === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === Splits === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === Following Faster Racers === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === Emulating WRs === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == Surviving Turn One == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == Obeying Flags == ''by Gunn'' === Flags in Live For Speed === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === Yellow Flag === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === Blue Flag === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == Drafting/Slipstreaming == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === Benefits === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === Risks === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === Considerations === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == Race Driving Basic == === Oversteer & Understeer === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === Trail Braking === Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === Threshold Braking === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[de:Fahrtechnik]] b514589b7caf8b9bf6d96dc33ca60e8aeff11bed クリーン・レーサーズ・ルール 0 1417 1483 2006-11-15T11:00:23Z yamakawa 3 wikitext text/x-wiki == Clean Racers Club Race Rules == The CRC are well respected in the online racing community and these rules are acknowledged as the guidelines we all should adhere to and strive to drive by. Please think before you blame others, online racing is intense and very competitive and stressful at times, accidents are part of the racing experience and often caused by lag, competitors inattention due to a home phone ringing, family members interrupting them and such things as they cannot control. The most obvious rule is: No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. '''Perhaps the most important rule is:''' No running into the car ahead of you. The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. Please read over and over again. This basically means keep back in first corner after a start, so you know you have room if they misjudge the turn and its your fault if you run into them, learn patience and remember we are not racing for sheep stations! === Race Rules === ==== Knowing the Rules ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== General Conduct ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== Driver’s Name Etiquette ==== DE-1: Always use your recognised online name. ==== Event Participation (competitions only) ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === Pit Etiquette === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === Race General === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== Contact Concessions ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === Corner Rights === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === Defensive Driving === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === Driving a severly damaged car === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === Initial Fault === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === Recovering from an incident === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === Re-entering to the track after running off === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === Running into the car ahead of you === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. 2e07b35b2ed5edc0cf5102ef1bf9955417f5255d トーク:メインページ 1 1418 1486 2006-11-17T09:02:19Z yamakawa 3 TEST wikitext text/x-wiki ===テスト=== b243e73431634c04c22b26d4d2ee466698256cdc 1487 1486 2006-11-17T09:03:00Z yamakawa 3 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 利用者:Yamakawa 2 1419 1488 2006-11-17T09:07:22Z yamakawa 3 wikitext text/x-wiki だれかっ~手伝って下さい~^^; b5698e5287ec3ff1fcd0bc7968eeb96316a450ae 1489 1488 2006-11-17T09:08:55Z yamakawa 3 wikitext text/x-wiki 適当でいいんで手伝ってちょーだいませ~ 58c46384191cacf9d9a67aafe247f181b5cd7204 1496 1489 2006-11-17T09:25:29Z yamakawa 3 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 はじめに 0 1410 1502 1501 2006-11-17T09:36:09Z yamakawa 3 /* アンロック */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード。 #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き。 #LFS.exeを実行。 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 4001433706cfa56bfdfae85b40d0aec5a33bd0bc 1536 1502 2006-11-17T11:31:54Z yamakawa 3 /* パッチのインストール */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 5722d55101b2e95b7656614a8d34840e8303c616 1537 1536 2006-11-17T11:32:38Z yamakawa 3 /* LFS S2について */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] dca01d14da3964758f8ed35fb5bd974232f47189 ビュー(視点)の切り替え 0 1409 1503 1490 2006-11-17T09:40:42Z yamakawa 3 /* 操作方法 */ wikitext text/x-wiki == 操作方法 == キーボードの'''V'''キー、または'''Shift+U'''キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの'''V'''キーを押すことにより、5種類のビューに順次変更できます('''Shift+V'''キーで逆順) また'''Shift+U'''モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == カスタム視点 == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ視点 == [[画像:view_TV.jpg]] == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] [[de:Kameraansichten]] f4475ffe8b00ea5485eecffca5592859f8f7aa3b オプション 0 1413 1504 1485 2006-11-17T09:44:09Z yamakawa 3 /* Audio */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:'' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] In this menu you can choose the desired resolution, colour depth and refresh rate and assign key commands for different screen configurations. '''Show non-square modes:''' This allows you to choose resolutions with a different aspect ratio than 4:3 which can be used for widescreen displays for example. '''Show 32.bit modes:''' This shows the modes with 32bit of colour depth. The standard colour depth is 16bit. '''Wide screen effect:''' This simulates the effect when watching a movie on a normal 4:3 TV by displaying black bars at the top and the bottom of the screen. '''Clip mouse to window:''' If you are using LFS in a windowed you can leave the LFS window with the mouse pointer. This can be a real problem if you are steering the car with the mouse. This option prevents the mouse pointer from leaving the LFS window. The option can also be enabled and disabled by pressing Ctrl+C. '''Key assign:''' This allows you to assign the resolution, colour depth and refresh rate to one of the four available key commands Shift+F9 – Shift+F12. Just choose the desired setting and then klick on one of the buttons on the right side. == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] The options in this setup screen bear all the secret-settings for the graphics quality. Fine tuning of these options can raise the framerate or improve the image-quality. Turning of some of the options can vastly improve the gaming experience on some Computers that are not quite 'up-to-date'. '''User LOD:''' This option influences the 'Level Of Detail' meaning the quality of the objects and textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.<br> ''Performance: 0.25 | Quality: 1.00'' '''Dust LOD:''' This influences the quality of dust as well as smoke.<br> ''Performance: 0.25 | Quality: 1.00'' '''Mirror LOD:''' This influences the quality of the picture displayed in the mirrors just like the User LOD does for the Cockpit view.<br> ''Performance: 0.25 | Quality: 1.00'' '''Screen width affects LOD:''' This indicates if the resolution influences the detail level of the picture. This means that the level of detail is raised when a screen resolution higher than 1024x768 is used.<br> ''Resolution > 1024x768 – Performance: Off | Quality: On, Resolution < 1024x768 – Performance: On | Quality: Off'' '''Track LOD reduction:''' This Option can vastly improve the performance as invisible objects are no longer drawn and some details are reduced. The picture quality is not affected too much and thus this option should always stay turned on.<br> ''Performance: On | Quality: Off'' == View == [[image:View.jpg|thumb|VIew]] The options in the View category will adjust camera sight in the game. Making a personal prefered setting is recommended as what you see in the game is most important. Let's go through the options available from top to bottom. '''Field of view:''' The width of the view you are presented in game, also known as the amount of zoom. A smaller field of view will result in a closer look at what's in front, but will show less of what's beside you wich is also important. A larger field of view will result in good view around you but a distant view what's in front of you. It's up to you to define a balance here, try and adjust the slider till it comforts you. The default value is around 90°. '''The 1g tilt/shift options:''' These options define how much the view standard view and the custom view is shifted and tilted with the G forces. With all of these options set to 0, the camera remains staticly at its position. As a human head and body moves along with G forces applied to it, the head and thus view moves along as well. For a realistic setting, set these options between 0 and 50% of their maximum value. '''Default Driver view:''' You can have 2 static cameras in-game, either the standard view which is the most realistic, or the custom view wich can be placed anywhere. How to set up a custom view will be explained later on. Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] db98f1e6bed5d7cbf64e8b106bacc0a8090bb446 1505 1504 2006-11-17T09:46:56Z yamakawa 3 /* Audio */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] In this menu you can choose the desired resolution, colour depth and refresh rate and assign key commands for different screen configurations. '''Show non-square modes:''' This allows you to choose resolutions with a different aspect ratio than 4:3 which can be used for widescreen displays for example. '''Show 32.bit modes:''' This shows the modes with 32bit of colour depth. The standard colour depth is 16bit. '''Wide screen effect:''' This simulates the effect when watching a movie on a normal 4:3 TV by displaying black bars at the top and the bottom of the screen. '''Clip mouse to window:''' If you are using LFS in a windowed you can leave the LFS window with the mouse pointer. This can be a real problem if you are steering the car with the mouse. This option prevents the mouse pointer from leaving the LFS window. The option can also be enabled and disabled by pressing Ctrl+C. '''Key assign:''' This allows you to assign the resolution, colour depth and refresh rate to one of the four available key commands Shift+F9 – Shift+F12. Just choose the desired setting and then klick on one of the buttons on the right side. == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] The options in this setup screen bear all the secret-settings for the graphics quality. Fine tuning of these options can raise the framerate or improve the image-quality. Turning of some of the options can vastly improve the gaming experience on some Computers that are not quite 'up-to-date'. '''User LOD:''' This option influences the 'Level Of Detail' meaning the quality of the objects and textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.<br> ''Performance: 0.25 | Quality: 1.00'' '''Dust LOD:''' This influences the quality of dust as well as smoke.<br> ''Performance: 0.25 | Quality: 1.00'' '''Mirror LOD:''' This influences the quality of the picture displayed in the mirrors just like the User LOD does for the Cockpit view.<br> ''Performance: 0.25 | Quality: 1.00'' '''Screen width affects LOD:''' This indicates if the resolution influences the detail level of the picture. This means that the level of detail is raised when a screen resolution higher than 1024x768 is used.<br> ''Resolution > 1024x768 – Performance: Off | Quality: On, Resolution < 1024x768 – Performance: On | Quality: Off'' '''Track LOD reduction:''' This Option can vastly improve the performance as invisible objects are no longer drawn and some details are reduced. The picture quality is not affected too much and thus this option should always stay turned on.<br> ''Performance: On | Quality: Off'' == View == [[image:View.jpg|thumb|VIew]] The options in the View category will adjust camera sight in the game. Making a personal prefered setting is recommended as what you see in the game is most important. Let's go through the options available from top to bottom. '''Field of view:''' The width of the view you are presented in game, also known as the amount of zoom. A smaller field of view will result in a closer look at what's in front, but will show less of what's beside you wich is also important. A larger field of view will result in good view around you but a distant view what's in front of you. It's up to you to define a balance here, try and adjust the slider till it comforts you. The default value is around 90°. '''The 1g tilt/shift options:''' These options define how much the view standard view and the custom view is shifted and tilted with the G forces. With all of these options set to 0, the camera remains staticly at its position. As a human head and body moves along with G forces applied to it, the head and thus view moves along as well. For a realistic setting, set these options between 0 and 50% of their maximum value. '''Default Driver view:''' You can have 2 static cameras in-game, either the standard view which is the most realistic, or the custom view wich can be placed anywhere. How to set up a custom view will be explained later on. Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 09508d879ea734089f9c3432ac7611e1fd0c5f5d 1506 1505 2006-11-17T09:47:35Z yamakawa 3 /* Screen */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] The options in this setup screen bear all the secret-settings for the graphics quality. Fine tuning of these options can raise the framerate or improve the image-quality. Turning of some of the options can vastly improve the gaming experience on some Computers that are not quite 'up-to-date'. '''User LOD:''' This option influences the 'Level Of Detail' meaning the quality of the objects and textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.<br> ''Performance: 0.25 | Quality: 1.00'' '''Dust LOD:''' This influences the quality of dust as well as smoke.<br> ''Performance: 0.25 | Quality: 1.00'' '''Mirror LOD:''' This influences the quality of the picture displayed in the mirrors just like the User LOD does for the Cockpit view.<br> ''Performance: 0.25 | Quality: 1.00'' '''Screen width affects LOD:''' This indicates if the resolution influences the detail level of the picture. This means that the level of detail is raised when a screen resolution higher than 1024x768 is used.<br> ''Resolution > 1024x768 – Performance: Off | Quality: On, Resolution < 1024x768 – Performance: On | Quality: Off'' '''Track LOD reduction:''' This Option can vastly improve the performance as invisible objects are no longer drawn and some details are reduced. The picture quality is not affected too much and thus this option should always stay turned on.<br> ''Performance: On | Quality: Off'' == View == [[image:View.jpg|thumb|VIew]] The options in the View category will adjust camera sight in the game. Making a personal prefered setting is recommended as what you see in the game is most important. Let's go through the options available from top to bottom. '''Field of view:''' The width of the view you are presented in game, also known as the amount of zoom. A smaller field of view will result in a closer look at what's in front, but will show less of what's beside you wich is also important. A larger field of view will result in good view around you but a distant view what's in front of you. It's up to you to define a balance here, try and adjust the slider till it comforts you. The default value is around 90°. '''The 1g tilt/shift options:''' These options define how much the view standard view and the custom view is shifted and tilted with the G forces. With all of these options set to 0, the camera remains staticly at its position. As a human head and body moves along with G forces applied to it, the head and thus view moves along as well. For a realistic setting, set these options between 0 and 50% of their maximum value. '''Default Driver view:''' You can have 2 static cameras in-game, either the standard view which is the most realistic, or the custom view wich can be placed anywhere. How to set up a custom view will be explained later on. Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] d9c0b9569fc8050094a3c97246d809d186ae45c4 1507 1506 2006-11-17T09:48:09Z yamakawa 3 /* View */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] The options in this setup screen bear all the secret-settings for the graphics quality. Fine tuning of these options can raise the framerate or improve the image-quality. Turning of some of the options can vastly improve the gaming experience on some Computers that are not quite 'up-to-date'. '''User LOD:''' This option influences the 'Level Of Detail' meaning the quality of the objects and textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.<br> ''Performance: 0.25 | Quality: 1.00'' '''Dust LOD:''' This influences the quality of dust as well as smoke.<br> ''Performance: 0.25 | Quality: 1.00'' '''Mirror LOD:''' This influences the quality of the picture displayed in the mirrors just like the User LOD does for the Cockpit view.<br> ''Performance: 0.25 | Quality: 1.00'' '''Screen width affects LOD:''' This indicates if the resolution influences the detail level of the picture. This means that the level of detail is raised when a screen resolution higher than 1024x768 is used.<br> ''Resolution > 1024x768 – Performance: Off | Quality: On, Resolution < 1024x768 – Performance: On | Quality: Off'' '''Track LOD reduction:''' This Option can vastly improve the performance as invisible objects are no longer drawn and some details are reduced. The picture quality is not affected too much and thus this option should always stay turned on.<br> ''Performance: On | Quality: Off'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 4c6ac43069bf593a4dafe22befb1fd5077ead1aa 1508 1507 2006-11-17T09:49:19Z yamakawa 3 /* Graphics */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] dd7a431e04de0740453fdca98ad839fe2eabe7fd 1509 1508 2006-11-17T09:51:25Z yamakawa 3 /* Graphics */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 87f2f0e9a02f4ebe6136706180e64579083078c8 1510 1509 2006-11-17T09:53:43Z yamakawa 3 /* Audio */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 621b6ba65f2e3dfe8f756bba5b0b418feb9fd55e 1511 1510 2006-11-17T09:57:39Z yamakawa 3 /* Graphics */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 601efe2e8b492363e74b7c4625933fce17d30253 1512 1511 2006-11-17T09:58:16Z yamakawa 3 /* Graphics */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 4b2ddfc993734bcf66699aeac58a49fe2c5fafb2 1513 1512 2006-11-17T09:58:49Z yamakawa 3 /* Audio */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 35e57be8ee09a903f4e8bed715dc042c56c7d0b4 1514 1513 2006-11-17T09:59:05Z yamakawa 3 /* Screen */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] b5ba997e728dd7d58895663ca262fbaffd4bf09a 1515 1514 2006-11-17T09:59:22Z yamakawa 3 /* View */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === Setting up the wheel === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 90da59f283d1538f4a143210be06e8292e75375c 1539 1515 2006-11-17T11:37:45Z yamakawa 3 /* Setting up the wheel */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === Setting up a custom camera === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] b5237b0c3cc347beed0f236fea63e567bfb1f9f7 1540 1539 2006-11-17T11:38:44Z yamakawa 3 /* Setting up a custom camera */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === カスタムビューの設定 === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === View buttons and shortcuts === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 7d8e169fd056d17c793641d9da0a117266dc104f 1541 1540 2006-11-17T11:40:24Z yamakawa 3 /* View buttons and shortcuts */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。これはカメラのレンズを交換するのに似ています。値を小さくするとズームされ視野は狭くなり、望遠レンズを使った場合と同じになります。逆に大きくすると視野が広くなり広角レンズを使用した場合と同じになります。あなたの好みでバランス良く調節して下さい。デフォルト値は、90°辺りです。キーボードの'''5'''、 '''6'''でも変更可能です。 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' LFSには2つのカメラモードがあり、スタンダードビューは最もリアルスティックなモードで、カスタムビューは好きなところに自由に配置できます。カスタムビューの設定方法は、後ほど説明しましょう。 これらのうちの1つをここで選ぶことはそのあなたがLFSを始めるとき、自動的に選ばれる標準的な見解であることに終わります、レースと缶の始めに、プレスSHIFT + F1でアクセスされてください。 ここの見解を選ぶ、車または習慣において、あなたはほとんど使っています。 Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom. '''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value. '''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display. '''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off. '''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling. '''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable. '''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement. === カスタムビューの設定 === (Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.) Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view. The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons. '''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display. The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. '''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount. '''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value. '''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br> ''An example of a nice view in the XF GTI:<br> Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.'' When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view. === ビューのボタンとショートカット === '''V :''' Switches through the cameras.<br> '''SHIFT + V :''' Switches back through the cameras.<br> '''TAB :''' Switches to the next car.<br> '''SHIFT + TAB :''' Switches to the previous car.<br> '''HOME :''' Switches to your own car.<br> '''SHIFT + F1 :''' Returns to the default view specified in the View options.<br> '''SHIFT + F :''' Removes the display showing only graphics and text messages.<br> '''SHIFT + M :''' Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)<br> '''SHIFT + U :''' Switches to the AutoX editor/Free view -mode.<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] ada5ec250b92050db5182c0a6af48740e85bb297 1542 1541 2006-11-18T13:19:21Z yamakawa 3 /* View */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 '''User LOD:''' 物体とテクスチャーの品質が、距離に応じて変化する『詳細レベル(Level Of Detail)』の設定です。低い詳細レベルの場合、たとえばタイヤは角張って見えます。要するに遠くに表示される物体は省略されて表示されます。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』とよく似た性質を持っています。<br> ''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768より高い画面解像度が使われるとき、詳細のレベルも増えることになります。<br> ''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' ''画面解像度1024x768   – ON/OFF関係なし'' ''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画質にそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> ''パフォーマンス: ON | クオリティー: OFF'' == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 42c3efc13845db0e70456b3242f1d75a946ab400 1543 1542 2006-11-18T13:20:31Z yamakawa 3 /* Graphics */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーがぼやけます) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' 霧のエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 58b6361777b3e9cf4b33f330d85d853b9a9c5e92 1544 1543 2006-11-18T13:22:34Z yamakawa 3 /* Graphics */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' 霧のエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 806b551dd5d3cb2102d0c615613afd88415cc417 1545 1544 2006-11-18T13:26:38Z yamakawa 3 /* Player */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' 霧のエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] bd4c128e500bfc080952a92f8da2d78283f91080 1546 1545 2006-11-18T13:27:07Z yamakawa 3 /* Player */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの作成、編集ができます。 チャンネル1は、すべてのセットアップスクリーンの規格であり、削除することができません。 あなたは、スクリーンの左のプレイリストを加えて、改名して、削除することができます。 右では、あなたは、道が歌を各道に割り当てると言い足して、道を削除することができます。 そして、そのaを確実にするために、あなたが最優先、1である3での優先権に持っているプレーされた後部が最も低い優先度であるつもりであったなら追跡してください、 道が自由に動くのを防ぐ設定。 歌の優先度が高ければ高いほど、それが再生されているのは、よりありそうです。 これは、あなたが聞く優先権の同じ両方の2歌がありましたら歌がしばしばequalyされるのを意味しますが、1曲には3の優先があって、もう片方に1の優先があると、あなたははるかに頻繁に最初の歌を聞くでしょう。 ''Channels: Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' 霧のエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] de2bb5304d232de6130b7a83c07afb14afa71721 1547 1546 2006-11-18T13:29:50Z yamakawa 3 /* Audio */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' 霧のエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 7e912691bee142b3702c02ce1301a4c98be91937 1548 1547 2006-11-19T05:19:08Z yamakawa 3 /* Graphics */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 2e7484ac13135ac71caac9cd99231e8b8b2f7175 1549 1548 2006-11-19T05:24:01Z yamakawa 3 /* ビューのボタンとショートカット */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] Here we can change the speedo, type of mirror used, add a map of where we are on the track. '''Frame rate display:''' You can choose to have your rate displayed or not '''Digital speedo:''' Yes or No toggle '''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash. '''Drop shadows:''' None = Off, Text = Text only, All = everything '''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with. '''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle '''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car. '''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all. == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 5beb2114ec3cd2b941d8e2f66b3391d53f584e58 1550 1549 2006-11-19T06:13:27Z yamakawa 3 /* Display */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字などの設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法。 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] a61821da479e7cad13c2bd41251dd2a313339ac3 1551 1550 2006-11-19T06:14:28Z yamakawa 3 /* Display */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法。 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 360d17439ad1a187e636f17dbab7bc7ecbe9d3bf メインページ 0 1 1516 1484 2006-11-17T10:08:22Z yamakawa 3 /* 目次 */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] b281b9f2a2940e35a8c31c69f3e2bf89cf630827 1517 1516 2006-11-17T10:12:02Z yamakawa 3 /* 目次 */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==== 目次 ==== [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] b836ae82d800f40649c507f8bdfaab8a869cac4b 1518 1517 2006-11-17T10:17:15Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] b281b9f2a2940e35a8c31c69f3e2bf89cf630827 1519 1518 2006-11-17T10:17:27Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] aff7b430ad0cef7a4ef2b56216a759720c39538e 1520 1519 2006-11-17T10:20:16Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 {|- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 01c0d4ae6a82ea5031d93846e2fdf1c962c58f7b 1521 1520 2006-11-17T10:21:24Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] a36dca4c943e71f468740daf8f2d805542045223 1522 1521 2006-11-17T10:23:18Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 {| width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff;padding:0.3em 1em 0.7em 1em;" |} == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] a398680a1eee5e3a0c28c683940ae68e641fdf09 1523 1522 2006-11-17T10:26:28Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 {| width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" |} == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] d6be5be4a341bda704b112d0441ee451a034f1df 1524 1523 2006-11-17T11:06:11Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 {|- width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" |} == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] ba3ff77f7a4ae167857912e249d30abf95458833 1525 1524 2006-11-17T11:06:28Z yamakawa 3 /* 目次 */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 {|- width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" |} == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 330078b5237951725ec00e0cdffde825670f58a4 1526 1525 2006-11-17T11:11:04Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ---- == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 55d4be641c2a70e2557d0919d045cfe2ee22b6ee 1527 1526 2006-11-17T11:11:30Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] f17db10854449dc8eac9c007eda26831504fcb73 1528 1527 2006-11-17T11:12:26Z yamakawa 3 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 {|- width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" |} == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 330078b5237951725ec00e0cdffde825670f58a4 1529 1528 2006-11-17T11:15:08Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 04d952b0381f7d68ea346918200dab1fb41e5abc 1530 1529 2006-11-17T11:20:36Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 02a946d3ec12fe3a8e1e17f46757b4c7e8c60321 1531 1530 2006-11-17T11:26:47Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[画像::S1cover2 jp.jpg]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] dffb5095824352ad497485b8004df9fc6f08e048 1532 1531 2006-11-17T11:27:03Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[画像::S1cover2_jp.jpg]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 8347d62e6a670eb96e6ac31fcef2fef5418a48a0 1533 1532 2006-11-17T11:27:20Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[画像:S1cover2_jp.jpg]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] be98481c1fd2c69ee5519053f6c0cd83278fc3f7 1534 1533 2006-11-17T11:28:31Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] [[Image:S1cover_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 1de36792c452f02115b31dd08b6f71b53206a73b 1535 1534 2006-11-17T11:29:27Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] efebabc2d0b7650ae162b6516873b38dd77d5cbb 画面表示 0 1411 1538 1477 2006-11-17T11:34:56Z yamakawa 3 wikitext text/x-wiki To be successful in Live for Speed it is vital to familiarise with the cockpit gauges and on screen information. The gauges can be set up to your liking via the display menu in the options. Using [Shift]+F you can switch off all on screen information at once. == On-Screen == The track map: On the track map you can see your and your opponent's position.<br> Green: Your own car<br> Yellow: Human opponent in front of you<br> Orange: Human opponent behind you<br> Light Blue: AI opponent in front of you<br> Dark Blue: AI opponent behind you '''Frame rate display:''' The frame rate display shows how many frames per second are being drawn. This rate should never drop below 30 as the movement will start to be jerky. You can improve your FPS rate by tuning down the graphics details a bit. '''Position:''' The yellow number on the left shows your position in the race. '''Laps:''' 2/5 shows that you are in the second lap of a five lap race. During practice and qualifying only one number is displayed which shows how many laps you have driven. '''Total:''' The total duration of the race. '''Qualify:''' Only displayed in qualifying session this shows the time remaining to qualify. When the time runs out the text will be coloured orange. The lap which you are on will be the last one being timed. '''Best:''' The fastest lap you did during this session since you last left the pits. '''Lap:''' The current lap time. Will be started and stopped at the Start/Finish-Line. '''Split:''' The last split that was timed. '''Pedal bars:''' Green: Throttle<br> Red: Brakes<br> Blue: Clutch<br> Grey: Handbrake '''Steering:''' In the external view a red dot indicates how far the steering wheel has been turned. == Cockpit == '''Tachometer:''' The left gauge in the cockpit shows the current revolutions per minute. There is a red shift indicator light which will light up when shifting up or down would increase the power output of the engine. This can be turned off in the options. '''Gear Indicator:''' The gear you are currently in. '''Speedometer:''' The speed in mph or km/h. It can be displayed as analogue gauge like on the screenshot or in digital numbers. '''Turbo pressure gauge:''' Cars with a turbocharged engine have a gauge which shows the intake air pressure. When this pressure drops the engine has less power. '''Oil temperature gauge:''' The current Oil temperature. If the cooler has been damaged in a crash the engine temperature will rise and the driver should take care not to push too hard because this might destroy the engine. This is not enabled yet in S2 Alpha. It may also be Water Temperature, but the same principles above will apply. '''Fuel gauge:''' The remaining amount of fuel. Take care to pit in time or you will run out off fuel. A digital reading of the amount of fuel in your tank can be seen in the F12 menu. '''Clock:''' Some cars have a clock which shows the local time set up in Windows. '''FPS:''' Some cars have a gauge that shows the current FPS that Live for Speed is running at. This was added mostly to fill empty space on the console in some cars. '''Indicator light:''' An orange light indicates if the indicator or the hazard warning lights are turned on. '''Handbrake:''' If the handbrake is engaged it will be indicated by a red light. '''Pit Limiter:''' In cars that are equipped with a pit lane speed limiter, when the limiter is engaged it is indicated by a green light. '''Traction Control:''' In cars that have traction control, a currently engaging TC is indicated by a rapidly flashing blue light. If TC is disabled, the blue light will be constantly shown as a warning that TC is off. == Additional On Screen Displays == === F9 F10 F11 F12 === Using the F9-F12 keys, you can switch through the four on-screen displays for tyre temperature & wear, damage, live settings and pit strategy. Press the button again to turn off the display. === Tyre temperature & wear === [[image:TyreExplanation.jpg|thumb|Tyre temperature & wear]] <font style="color:gray">'''[F9]'''</font> The F9 display shows four small windows each containing a 2D profile of a tyre, some numbers and three grey bars. There are six areas in the diagram - three contact patches, the sidewalls and the air temperature. Each area goes from dark blue (cold) through green (ideal) and into red (overheated). There is also black, but that is only shown inside the tire after a blowout or puncture. Above the tyre diagram, there is a set of three numbers, which give the exact temperature of that tyre part.<br> Bear in mind that since the tyre diagram only shows the ''top'' section of the corresponding tyre, a 'flat spot' on a spinning wheel is represented by little flashes of red. At the top of each window there is a set of moving grey bars showing the footprint pressure of the tyre on the road. The display gives a good idea of how much camber (lean) the wheels have at any given point in time. With most cars there is a change in camber when the body rolls in a corner, but in order to find the most grip the wheel needs to be upright (relative to the road surface), when the bars are level the wheel is vertical to the road. Last but not least we have a little brown bar that appears inside the tyre diagram, this brown bar refers to the amount of dirt on the tyres. Dirt reduces grip a huge amount and therefore you should be more careful after a even a tiny 'off' - it can take a few corners to clean your tyres up again. === Damage display === [[image:DamageExplanation.jpg|thumb|Damage display]] <font style="color:gray">'''[F10]'''</font> The damage display shows you if a part of your suspension is damaged. An orange bar symbolises the damage. The longer the orange bar, the more damaged your suspension is. A red bar means that a part of your suspension has completely collapsed - But probably you will already have noticed this by the behaviour of the car. '''UPR:''' Represents damage to the upper strut. This essentially means the upper suspension arm is bent/shorter, thus decreasing your [[Advanced_Setup_Guide#Camber_Adjust|camber]] (more negative). '''LWR:''' Is damage to the lower strut, increasing your camber (more positive). '''TOE:''' Shows damage to your [[Advanced_Setup_Guide#Toe_In|toe in/out]] setting. The orange bar illustrates in which direction the front of the corresponding tyre is pointing to. If the orange bar on the left suspension damage display points to the right, then you have more toe in, if it points to the left, you have more toe out. Vice versa for the right suspension damage display. '''Spring/Damper damage:''' Shows how intact your [[Advanced_Setup_Guide#Bump_.26_Rebound_Damping|damping]] is. If the bars become red, the damping failed completely, which you will immediately notice because your car will be jumping all over the place. === Live settings === [[image:LiveSettings.jpg|thumb|Live settings]] <font style="color:gray">'''[F11]'''</font> This display allows for some on-the-fly changes to your current car setup. Included are [[Advanced_Setup_Guide#Brakes_2|brake balance]] and [[Advanced_Setup_Guide#Anti_Roll|front/rear anti-roll bars]]. Note: The changes made on this display are applied (almost) immediately! So better don't fool around with the brake balance when approaching that tricky hairpin. Furthermore, not all cars can adjust all three settings. The RaceAbout, for example, has no rear anti-roll bar. === Pit instructions === [[image:PitInstructions.jpg|thumb|Pit instructions]] <font style="color:gray">'''[F12]'''</font> On the pit instructions display, you can set up what actions should be taken while doing a pitstop. Additionally, there is a fuel display and other generic information, for example if a pitstop is required (by racing rules) or not.<br> The values displayed in the square brackets [] indicate the difference to the current setting. For example, if you currently have 5° front wing and change it to 8°, the bracketed value will read [+3°]. As soon as you do your pitstop, the changes will be applied and the value reset to [+0°]. The change instructions include: '''Fuel load at pit stop:''' Sets the (percentage) amount to which your tank will be filled when doing a pitstop. If the current fuel amount is bigger than this value, no action will be taken. '''Tyre change if wear > X%:''' Sets the amount of how much a tyre must be worn before it will be changed. If you set it to 10%, then even a slightly worn tyre will be changed, if set to 90% the tyre must have almost no tread left before it gets replaced. Additional options are 'always' and 'never'. '''Wheels are symmetric/asymmetric:''' Defines wether you want to edit the front/rear wheels in a symmetric fashion or not. If you choose asymmetric, you can also edit the left/right side independendly. '''Tyre type:''' Change this if you want to mount a different type of tyres. See [[Advanced_Setup_Guide#Tyres_2|tyre types]] for more information. '''Camber adjust:''' See [[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]. '''Pressure:''' Sets the [[Advanced_Setup_Guide#Pressure|tyre pressure]]. '''Wing:''' (only on cars with downforce) Sets the angle of your wings. See [[Advanced_Setup_Guide#Downforce_2|downforce]]. Please note that depending on the car you drive, some of the options seen on the screenshot might not be available. For example, on non-downforce cars, there is of course no wing adjustment. === G-Forces === At the bottom of the screen right in the middle you will see figures showing the actual lateral and longitudinal acceleration. Lateral acceleration is on the left and a small triangle shows if the acceleration is to the left or the right side. The longitudinal acceleration is on the right side and a triangle shows the direction of the acceleration here too. === Race position list === Shows your position in the race as well as the position of your opponents. At the end of each sector the gap between you and your opponents will be displayed. === Suspension === <font style="color:gray">'''[Shift + L]'''</font> Pressing this key combination will bring the suspension display to the screen. This is a schematic diagram of the car's suspension which is updated in real time so you can view the suspension work through corners and over bumps. This display will also reflect if your car uses a Double Wishbone, Mac Pherson or Trailing Arm suspension. === Latency/Lag bars === They display the amount of latency between you, other players and the server. Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! <!-- links to other languages --> [[de:Anzeigen]] 778c09c86d2b077ab9b1ce972e30c690a8730303 オプション 0 1413 1552 1551 2006-11-19T06:15:49Z yamakawa 3 /* Display */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours. == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] d3829943ce282dea73560a541c770c407bcd9e8a 1553 1552 2006-11-19T06:42:07Z yamakawa 3 /* Player */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名を変更できます '''Other players:''' 新たにプレーヤー名を作成・削除できます '''Number plate:''' ナンバープレートの文字を変更できます '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 シーケンシャル・シフター選択時 '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 8da25cb0f1cf320893cd3a4e28f878b98fd99529 1554 1553 2006-11-19T06:44:37Z yamakawa 3 /* Player */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名を変更できます '''Other players:''' 新たにプレーヤー名を作成・削除できます '''Number plate:''' ナンバープレートの文字を変更できます '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 シーケンシャル、シフター選択時 '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 504cd22417d09e665cdb3aacea875351748ceed8 1555 1554 2006-11-19T06:44:59Z yamakawa 3 /* Player */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名を変更できます '''Other players:''' 新たにプレーヤー名を作成・削除できます '''Number plate:''' ナンバープレートの文字を変更できます '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 シーケンシャル、シフター選択時 '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 8697b985a72a92629849e4e58c9fc2477354e2db 1556 1555 2006-11-19T06:46:56Z yamakawa 3 /* Player */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 シーケンシャル、シフター選択時 '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] b715bf2c99ffba56422dd313c7f9edb83aa10f16 1557 1556 2006-11-19T06:47:32Z yamakawa 3 /* Player */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 シーケンシャル、シフター選択時 '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] ed34fe632b824b8da0d85530bc246a7a3bb38235 1558 1557 2006-11-19T07:00:06Z yamakawa 3 /* Display */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 シーケンシャル、シフター選択時 '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 32bfa554327d744126068204dd4f20b891a8d35f 1559 1558 2006-11-19T07:01:49Z yamakawa 3 /* Player */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] === Mouse/Keyboard === '''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster. '''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method: '''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse). '''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with. '''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference. '''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too). ''Mouse steer only:'' '''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended. ''Keyboard steer only:'' '''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. '''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate. '''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness. '''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway. '''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only) In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc. When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations. === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 82cc11601f5b21bf8b270a595fa35fe4ecd77884 1560 1559 2006-11-19T12:09:54Z yamakawa 3 /* Controls */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::'''『Mouse steer』''' マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::'''『Keyboard - no help』''' キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::'''『Keyboard - stabilised』''' 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  『Mouse steer』 選択時 '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) 『Keyboard - no help』 選択時 '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) 『Keyboard - stabilised』 選択時 '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] e95727cfc643bec80831d73fdcb194cb41d5e712 1561 1560 2006-11-19T12:15:47Z yamakawa 3 /* Mouse/Keyboard */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::'''『Mouse steer』''' マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::'''『Keyboard - no help』''' キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::'''『Keyboard - stabilised』''' 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  『Mouse steer』 選択時 '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) 『Keyboard - no help』 選択時 '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) 『Keyboard - stabilised』 選択時 '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] cf9242d1903ec9dd02ab1e7c0a9450b489d5d901 1562 1561 2006-11-19T12:20:17Z yamakawa 3 /* Controls */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::'''『Mouse steer』''' マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::'''『Keyboard - no help』''' キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::'''『Keyboard - stabilised』''' 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart. After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes. '''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car. '''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you. '''Throttle/brake axis:''' Can be one of three different states:<br> Combined: The brake and throttle use the same axis<br> Seperate: The brake and throttle use one axis each for their settings<br> Button: The brake and throttle use can be assigned to a button or a paddle '''Shift type:''' We have discussed earlier the three types and their use. '''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish. '''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply. === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] b57e1362faf28b09314ce1a128b38f0c76008fc6 1563 1562 2006-11-24T11:01:47Z yamakawa 3 /* Wheel/Joystick */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::'''『Mouse steer』''' マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::'''『Keyboard - no help』''' キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::'''『Keyboard - stabilised』''' 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:''' :<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] 357f7da5f2d20d5050325bd0c8b21d843f84b42c 1564 1563 2006-11-24T11:02:42Z yamakawa 3 /* Wheel/Joystick */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::'''『Mouse steer』''' マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::'''『Keyboard - no help』''' キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::'''『Keyboard - stabilised』''' 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] ed90fb4dd3f0df79c97a22de6e3051a6c38f5f62 1565 1564 2006-11-24T11:03:04Z yamakawa 3 /* Mouse/Keyboard */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::'''『Mouse steer』''' マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::'''『Keyboard - no help』''' キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::'''『Keyboard - stabilised』''' 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates. '''Full screen vertical sync:''' On/Off toggle '''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use. '''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable. '''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate. '''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems. '''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players. '''AI use player setup:''' Self Explanatory '''AI use player colours:''' Self Explanatory '''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound. '''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly. '''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then.. '''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance the cars are drawn. Use a lower value for increased framerates. '''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible. '''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber. '''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased. '''Local time in 12 hour format:''' Self Explanatory '''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time. <!-- links to other languages --> [[de:Optionen]] eecf21f5884c0ce24ba5a9c068395638c4194a65 1568 1565 2006-11-26T07:23:59Z yamakawa 3 /* Misc */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::'''『Mouse steer』''' マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::'''『Keyboard - no help』''' キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::'''『Keyboard - stabilised』''' 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される17のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。下の項目で最高フレーム数を指定します。 '''Maximum frame rate:''' 最高フレーム数の指定 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Screen clear type:'''  空の描画タイプの選択。EllipsoidとClr+Skyは基本的に同じ画質です。あなたのビデオカードでパフォーマンスが高い方を選んでください。Plainは空を描画しませんがフレームレートを大幅に増やすことができます。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します '''AI use player colours:''' AIがプレイヤーのカラーを使用します '''Sound lag:''' サウンドの遅延量。この値は可能な限り小さくして下さい。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Update path:''' タイヤ痕の更新。Offは更新なし, User carはプレイヤーだけ、All carsは全車のタイヤ痕を更新します。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 12時間形式の使用 '''Show time instead of FPS:''' FPS表示がオンの場合( [[Options#Display|Options - Display]]参照)現地時間と入れ替えられます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 45c01b3ffa8f38e1cb859a4cfbc780e987ed702c 1569 1568 2006-11-26T07:30:03Z yamakawa 3 /* Misc */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::'''『Mouse steer』''' マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::'''『Keyboard - no help』''' キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::'''『Keyboard - stabilised』''' 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される17のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。下の項目で最高フレーム数を指定します。 '''Maximum frame rate:''' 最高フレーム数の指定 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Screen clear type:'''  空の描画タイプの選択。EllipsoidとClr+Skyは基本的に同じ画質です。あなたのビデオカードでパフォーマンスが高い方を選んでください。Plainは空を描画しませんがフレームレートを大幅に増やすことができます。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します '''AI use player colours:''' AIがプレイヤーのカラーを使用します '''Sound lag:''' サウンドの遅延量。この値は可能な限り小さくして下さい。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Update path:''' タイヤ痕の更新。Offは更新なし, User carはプレイヤーだけ、All carsは全車のタイヤ痕を更新します。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 12時間形式の使用 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)現地時間と入れ替えられます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 5087fb2c3d4f04e63bf1ea3787a10c7c6220ac00 1570 1569 2006-11-26T07:32:12Z yamakawa 3 /* Mouse/Keyboard */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::『Mouse steer』 マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『Keyboard - no help』 キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『Keyboard - stabilised』 『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される17のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。下の項目で最高フレーム数を指定します。 '''Maximum frame rate:''' 最高フレーム数の指定 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Screen clear type:'''  空の描画タイプの選択。EllipsoidとClr+Skyは基本的に同じ画質です。あなたのビデオカードでパフォーマンスが高い方を選んでください。Plainは空を描画しませんがフレームレートを大幅に増やすことができます。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します '''AI use player colours:''' AIがプレイヤーのカラーを使用します '''Sound lag:''' サウンドの遅延量。この値は可能な限り小さくして下さい。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Update path:''' タイヤ痕の更新。Offは更新なし, User carはプレイヤーだけ、All carsは全車のタイヤ痕を更新します。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 12時間形式の使用 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)現地時間と入れ替えられます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 267fbb0a5ffd2151ef05f9ea159ef892e39e163d 1571 1570 2006-11-26T07:33:54Z yamakawa 3 /* Mouse/Keyboard */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::『Mouse steer』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『Keyboard - no help』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『Keyboard - stabilised』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written. On the right side of this page you can select the language used in LFS.<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything. '''Multiplayer replay save:''' See single player replay save. '''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory. '''Edit AI names / F keys:'''<br> ''AI names'' - Self explanatory.<br> ''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br> ''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here. == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される17のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。下の項目で最高フレーム数を指定します。 '''Maximum frame rate:''' 最高フレーム数の指定 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Screen clear type:'''  空の描画タイプの選択。EllipsoidとClr+Skyは基本的に同じ画質です。あなたのビデオカードでパフォーマンスが高い方を選んでください。Plainは空を描画しませんがフレームレートを大幅に増やすことができます。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します '''AI use player colours:''' AIがプレイヤーのカラーを使用します '''Sound lag:''' サウンドの遅延量。この値は可能な限り小さくして下さい。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Update path:''' タイヤ痕の更新。Offは更新なし, User carはプレイヤーだけ、All carsは全車のタイヤ痕を更新します。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 12時間形式の使用 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)現地時間と入れ替えられます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] ae23e2889e667f7edc941f453e78f68fc2791542 1572 1571 2006-11-26T14:09:53Z yamakawa 3 /* Game */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::『Mouse steer』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『Keyboard - no help』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『Keyboard - stabilised』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミヒャエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。 == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される17のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。下の項目で最高フレーム数を指定します。 '''Maximum frame rate:''' 最高フレーム数の指定 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Screen clear type:'''  空の描画タイプの選択。EllipsoidとClr+Skyは基本的に同じ画質です。あなたのビデオカードでパフォーマンスが高い方を選んでください。Plainは空を描画しませんがフレームレートを大幅に増やすことができます。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します '''AI use player colours:''' AIがプレイヤーのカラーを使用します '''Sound lag:''' サウンドの遅延量。この値は可能な限り小さくして下さい。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Update path:''' タイヤ痕の更新。Offは更新なし, User carはプレイヤーだけ、All carsは全車のタイヤ痕を更新します。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 12時間形式の使用 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)現地時間と入れ替えられます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 429737a01ae06cb41491e157c04db34f591aaa46 1573 1572 2006-11-26T14:11:03Z yamakawa 3 /* Game */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::『Mouse steer』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『Keyboard - no help』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『Keyboard - stabilised』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミヒャエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。 == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される17のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。下の項目で最高フレーム数を指定します。 '''Maximum frame rate:''' 最高フレーム数の指定 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Screen clear type:'''  空の描画タイプの選択。EllipsoidとClr+Skyは基本的に同じ画質です。あなたのビデオカードでパフォーマンスが高い方を選んでください。Plainは空を描画しませんがフレームレートを大幅に増やすことができます。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します '''AI use player colours:''' AIがプレイヤーのカラーを使用します '''Sound lag:''' サウンドの遅延量。この値は可能な限り小さくして下さい。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Update path:''' タイヤ痕の更新。Offは更新なし, User carはプレイヤーだけ、All carsは全車のタイヤ痕を更新します。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 12時間形式の使用 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)現地時間と入れ替えられます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 5af5fb5aa0fdd69334bab58dbb6a749f104a8337 メインページ 0 1 1566 1535 2006-11-24T11:05:40Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ビュー(視点)の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] c0f8cf870953ef951f8b352a3f122e11ce4d8a57 1583 1566 2006-12-13T11:25:35Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[LFS World]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[FAQ]] #[[ハードウェア]] #[[ファイル・フォーマット]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[その他]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] a767af6ae0d3d53a233895795fcc73042cd25449 1584 1583 2006-12-13T11:28:01Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 42e2c602b5f6dcde6b686f2b4d19f2104c2bf1a9 1586 1584 2006-12-14T11:07:52Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=9869 テストパッチ掲示板 (最新バージョン:Version U30)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 3e5c188ce66100db3080d6d71efffa565a6eef28 1589 1586 2006-12-17T03:32:55Z yamakawa 3 /* ダウンロード */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=9869 テストパッチ掲示板 (最新バージョン:Version U32)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 5c93adc1312f35614d91b65773d677dbdfabf7a3 1590 1589 2006-12-17T13:24:37Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club Rules]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=9869 テストパッチ掲示板 (最新バージョン:Version U32)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''テストパッチU32の主な変更点''' *エンジン音その他の音の改良、ギヤ鳴り、シフト音の追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *新しいセーブ/ロード・ダイヤログ *フォースフィードバック解像度のデフォルトが「128」から「256」に *Option - View のカスタムビューのAcceleration shifts viewpointの追加 *driverビューとcustomビューのためのミラーモード(view options) *clocks modeオプションに "all" を追加 (off, real, virtual, all) *グラフィックスオプションとレイアウトの小さな改善 *Option-Controls-wheel/js Button control rateモードの表示 *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェックの改良(OOS) その他「README_U32.txt」を参照 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 6b2e61d7c1f81393e25dc25a12c9ae5b52ccd1bb 1591 1590 2006-12-22T12:51:30Z yamakawa 3 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=9869 テストパッチ掲示板 (最新バージョン:Version U32)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''テストパッチU32の主な変更点''' *エンジン音その他の音の改良、ギヤ鳴り、シフト音の追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *新しいセーブ/ロード・ダイヤログ *フォースフィードバック解像度のデフォルトが「128」から「256」に *Option - View のカスタムビューのAcceleration shifts viewpointの追加 *driverビューとcustomビューのためのミラーモード(view options) *clocks modeオプションに "all" を追加 (off, real, virtual, all) *グラフィックスオプションとレイアウトの小さな改善 *Option-Controls-wheel/js Button control rateモードの表示 *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェックの改良(OOS) その他「README_U32.txt」を参照 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] cb735bed8fe419e5d488191ee5b27ac91c96b8c9 1595 1591 2006-12-22T13:01:01Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=9869 テストパッチ掲示板 (最新バージョン:Version U36)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''テストパッチU36の主な変更点''' *エンジン音の改良。 *バグの修正その他 '''テストパッチU32の主な変更点''' *エンジン音その他の音の改良、ギヤ鳴り、シフト音の追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *新しいセーブ/ロード・ダイヤログ *フォースフィードバック解像度のデフォルトが「128」から「256」に *Option - View のカスタムビューのAcceleration shifts viewpointの追加 *driverビューとcustomビューのためのミラーモード(view options) *clocks modeオプションに "all" を追加 (off, real, virtual, all) *グラフィックスオプションとレイアウトの小さな改善 *Option-Controls-wheel/js Button control rateモードの表示 *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェックの改良(OOS) *バグの修正 その他「README_U32.txt」を参照 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 432955f49ca2a3a648898656931f8b74729979c9 1596 1595 2006-12-22T13:01:39Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=9869 テストパッチ掲示板 (最新バージョン:Version U36)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''テストパッチU36の主な変更点''' *エンジン音の改善。 *バグの修正その他 '''テストパッチU32の主な変更点''' *エンジン音その他の音の改良、ギヤ鳴り、シフト音の追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *新しいセーブ/ロード・ダイヤログ *フォースフィードバック解像度のデフォルトが「128」から「256」に *Option - View のカスタムビューのAcceleration shifts viewpointの追加 *driverビューとcustomビューのためのミラーモード(view options) *clocks modeオプションに "all" を追加 (off, real, virtual, all) *グラフィックスオプションとレイアウトの小さな改善 *Option-Controls-wheel/js Button control rateモードの表示 *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェックの改良(OOS) *バグの修正 その他「README_U32.txt」を参照 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 86a40ac4ea31381a92ed2749e16c5c78e467fd50 1598 1596 2006-12-22T13:12:47Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=16784 テストパッチ掲示板 (最新バージョン:Version U35)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''テストパッチU36の主な変更点''' *エンジン音の改善。 *バグの修正その他 '''テストパッチU32の主な変更点''' *エンジン音その他の音の改良、ギヤ鳴り、シフト音の追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *新しいセーブ/ロード・ダイヤログ *フォースフィードバック解像度のデフォルトが「128」から「256」に *Option - View のカスタムビューのAcceleration shifts viewpointの追加 *driverビューとcustomビューのためのミラーモード(view options) *clocks modeオプションに "all" を追加 (off, real, virtual, all) *グラフィックスオプションとレイアウトの小さな改善 *Option-Controls-wheel/js Button control rateモードの表示 *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェックの改良(OOS) *バグの修正 その他「README_U32.txt」を参照 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 900e0db125be5f277ebabc26b97123e9418095d9 1599 1598 2006-12-22T13:14:50Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=16784 テストパッチ掲示板 (最新バージョン:Version U35)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''テストパッチU35の主な変更点''' *エンジン音の改善。 *バグの修正その他 '''テストパッチU32の主な変更点''' *エンジン音その他の音の改良、ギヤ鳴り、シフト音の追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *新しいセーブ/ロード・ダイヤログ *フォースフィードバック解像度のデフォルトが「128」から「256」に *Option - View のカスタムビューのAcceleration shifts viewpointの追加 *driverビューとcustomビューのためのミラーモード(view options) *clocks modeオプションに "all" を追加 (off, real, virtual, all) *グラフィックスオプションとレイアウトの小さな改善 *Option-Controls-wheel/js Button control rateモードの表示 *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェックの改良(OOS) *バグの修正 その他「README_U32.txt」を参照 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] f47b52b7e46b61ab5ccb0698eb7f65fd11c5674d 1600 1599 2006-12-22T13:18:51Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version U)] [http://www.lfsforum.net/showthread.php?t=16784 テストパッチ掲示板 (最新バージョン:Version U35)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''テストパッチU35の主な変更点''' *エンジン音の改善。 *新スクリプトシステム *Windows Vista互換 *バグの修正その他 '''テストパッチU32の主な変更点''' *エンジン音その他の音の改良、ギヤ鳴り、シフト音の追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *新しいセーブ/ロード・ダイヤログ *フォースフィードバック解像度のデフォルトが「128」から「256」に *Option - View のカスタムビューのAcceleration shifts viewpointの追加 *driverビューとcustomビューのためのミラーモード(view options) *clocks modeオプションに "all" を追加 (off, real, virtual, all) *グラフィックスオプションとレイアウトの小さな改善 *Option-Controls-wheel/js Button control rateモードの表示 *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェックの改良(OOS) *バグの修正 その他「README_U32.txt」を参照 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] ddd967b988503aae89d4a43e47f654ead59b8620 画面表示 0 1411 1567 1538 2006-11-25T15:38:20Z 105gtv 8 wikitext text/x-wiki To be successful in Live for Speed it is vital to familiarise with the cockpit gauges and on screen information. The gauges can be set up to your liking via the display menu in the options. Using [Shift]+F you can switch off all on screen information at once. == On-Screen == The track map: track map によってコース全体と各車の位置を確認する事ができます。 Green: 緑のマークがあなたの車の位置です。 Yellow: 黄色のマークが相手の位置です。 Orange: 橙のマークがあなたより後着の相手の位置です Light Blue:薄青 AIカーであなたより先着の位置です。 Dark Blue: 濃青 AIカーであなたより後着の位置です。 '''Frame rate display:''' The frame rate display shows how many frames per second are being drawn. This rate should never drop below 30 as the movement will start to be jerky. You can improve your FPS rate by tuning down the graphics details a bit. '''Position:''' The yellow number on the left shows your position in the race. '''Laps:''' 2/5 shows that you are in the second lap of a five lap race. During practice and qualifying only one number is displayed which shows how many laps you have driven. '''Total:''' The total duration of the race. '''Qualify:''' Only displayed in qualifying session this shows the time remaining to qualify. When the time runs out the text will be coloured orange. The lap which you are on will be the last one being timed. '''Best:''' The fastest lap you did during this session since you last left the pits. '''Lap:''' The current lap time. Will be started and stopped at the Start/Finish-Line. '''Split:''' The last split that was timed. '''Pedal bars:''' Green: Throttle<br> Red: Brakes<br> Blue: Clutch<br> Grey: Handbrake '''Steering:''' In the external view a red dot indicates how far the steering wheel has been turned. == Cockpit == '''Tachometer:''' The left gauge in the cockpit shows the current revolutions per minute. There is a red shift indicator light which will light up when shifting up or down would increase the power output of the engine. This can be turned off in the options. '''Gear Indicator:''' The gear you are currently in. '''Speedometer:''' The speed in mph or km/h. It can be displayed as analogue gauge like on the screenshot or in digital numbers. '''Turbo pressure gauge:''' Cars with a turbocharged engine have a gauge which shows the intake air pressure. When this pressure drops the engine has less power. '''Oil temperature gauge:''' The current Oil temperature. If the cooler has been damaged in a crash the engine temperature will rise and the driver should take care not to push too hard because this might destroy the engine. This is not enabled yet in S2 Alpha. It may also be Water Temperature, but the same principles above will apply. '''Fuel gauge:''' The remaining amount of fuel. Take care to pit in time or you will run out off fuel. A digital reading of the amount of fuel in your tank can be seen in the F12 menu. '''Clock:''' Some cars have a clock which shows the local time set up in Windows. '''FPS:''' Some cars have a gauge that shows the current FPS that Live for Speed is running at. This was added mostly to fill empty space on the console in some cars. '''Indicator light:''' An orange light indicates if the indicator or the hazard warning lights are turned on. '''Handbrake:''' If the handbrake is engaged it will be indicated by a red light. '''Pit Limiter:''' In cars that are equipped with a pit lane speed limiter, when the limiter is engaged it is indicated by a green light. '''Traction Control:''' In cars that have traction control, a currently engaging TC is indicated by a rapidly flashing blue light. If TC is disabled, the blue light will be constantly shown as a warning that TC is off. == Additional On Screen Displays == === F9 F10 F11 F12 === Using the F9-F12 keys, you can switch through the four on-screen displays for tyre temperature & wear, damage, live settings and pit strategy. Press the button again to turn off the display. === Tyre temperature & wear === [[image:TyreExplanation.jpg|thumb|Tyre temperature & wear]] <font style="color:gray">'''[F9]'''</font> The F9 display shows four small windows each containing a 2D profile of a tyre, some numbers and three grey bars. There are six areas in the diagram - three contact patches, the sidewalls and the air temperature. Each area goes from dark blue (cold) through green (ideal) and into red (overheated). There is also black, but that is only shown inside the tire after a blowout or puncture. Above the tyre diagram, there is a set of three numbers, which give the exact temperature of that tyre part.<br> Bear in mind that since the tyre diagram only shows the ''top'' section of the corresponding tyre, a 'flat spot' on a spinning wheel is represented by little flashes of red. At the top of each window there is a set of moving grey bars showing the footprint pressure of the tyre on the road. The display gives a good idea of how much camber (lean) the wheels have at any given point in time. With most cars there is a change in camber when the body rolls in a corner, but in order to find the most grip the wheel needs to be upright (relative to the road surface), when the bars are level the wheel is vertical to the road. Last but not least we have a little brown bar that appears inside the tyre diagram, this brown bar refers to the amount of dirt on the tyres. Dirt reduces grip a huge amount and therefore you should be more careful after a even a tiny 'off' - it can take a few corners to clean your tyres up again. === Damage display === [[image:DamageExplanation.jpg|thumb|Damage display]] <font style="color:gray">'''[F10]'''</font> The damage display shows you if a part of your suspension is damaged. An orange bar symbolises the damage. The longer the orange bar, the more damaged your suspension is. A red bar means that a part of your suspension has completely collapsed - But probably you will already have noticed this by the behaviour of the car. '''UPR:''' Represents damage to the upper strut. This essentially means the upper suspension arm is bent/shorter, thus decreasing your [[Advanced_Setup_Guide#Camber_Adjust|camber]] (more negative). '''LWR:''' Is damage to the lower strut, increasing your camber (more positive). '''TOE:''' Shows damage to your [[Advanced_Setup_Guide#Toe_In|toe in/out]] setting. The orange bar illustrates in which direction the front of the corresponding tyre is pointing to. If the orange bar on the left suspension damage display points to the right, then you have more toe in, if it points to the left, you have more toe out. Vice versa for the right suspension damage display. '''Spring/Damper damage:''' Shows how intact your [[Advanced_Setup_Guide#Bump_.26_Rebound_Damping|damping]] is. If the bars become red, the damping failed completely, which you will immediately notice because your car will be jumping all over the place. === Live settings === [[image:LiveSettings.jpg|thumb|Live settings]] <font style="color:gray">'''[F11]'''</font> This display allows for some on-the-fly changes to your current car setup. Included are [[Advanced_Setup_Guide#Brakes_2|brake balance]] and [[Advanced_Setup_Guide#Anti_Roll|front/rear anti-roll bars]]. Note: The changes made on this display are applied (almost) immediately! So better don't fool around with the brake balance when approaching that tricky hairpin. Furthermore, not all cars can adjust all three settings. The RaceAbout, for example, has no rear anti-roll bar. === Pit instructions === [[image:PitInstructions.jpg|thumb|Pit instructions]] <font style="color:gray">'''[F12]'''</font> On the pit instructions display, you can set up what actions should be taken while doing a pitstop. Additionally, there is a fuel display and other generic information, for example if a pitstop is required (by racing rules) or not.<br> The values displayed in the square brackets [] indicate the difference to the current setting. For example, if you currently have 5° front wing and change it to 8°, the bracketed value will read [+3°]. As soon as you do your pitstop, the changes will be applied and the value reset to [+0°]. The change instructions include: '''Fuel load at pit stop:''' Sets the (percentage) amount to which your tank will be filled when doing a pitstop. If the current fuel amount is bigger than this value, no action will be taken. '''Tyre change if wear > X%:''' Sets the amount of how much a tyre must be worn before it will be changed. If you set it to 10%, then even a slightly worn tyre will be changed, if set to 90% the tyre must have almost no tread left before it gets replaced. Additional options are 'always' and 'never'. '''Wheels are symmetric/asymmetric:''' Defines wether you want to edit the front/rear wheels in a symmetric fashion or not. If you choose asymmetric, you can also edit the left/right side independendly. '''Tyre type:''' Change this if you want to mount a different type of tyres. See [[Advanced_Setup_Guide#Tyres_2|tyre types]] for more information. '''Camber adjust:''' See [[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]. '''Pressure:''' Sets the [[Advanced_Setup_Guide#Pressure|tyre pressure]]. '''Wing:''' (only on cars with downforce) Sets the angle of your wings. See [[Advanced_Setup_Guide#Downforce_2|downforce]]. Please note that depending on the car you drive, some of the options seen on the screenshot might not be available. For example, on non-downforce cars, there is of course no wing adjustment. === G-Forces === At the bottom of the screen right in the middle you will see figures showing the actual lateral and longitudinal acceleration. Lateral acceleration is on the left and a small triangle shows if the acceleration is to the left or the right side. The longitudinal acceleration is on the right side and a triangle shows the direction of the acceleration here too. === Race position list === Shows your position in the race as well as the position of your opponents. At the end of each sector the gap between you and your opponents will be displayed. === Suspension === <font style="color:gray">'''[Shift + L]'''</font> Pressing this key combination will bring the suspension display to the screen. This is a schematic diagram of the car's suspension which is updated in real time so you can view the suspension work through corners and over bumps. This display will also reflect if your car uses a Double Wishbone, Mac Pherson or Trailing Arm suspension. === Latency/Lag bars === They display the amount of latency between you, other players and the server. Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! <!-- links to other languages --> [[de:Anzeigen]] ac37315b94f655c2254562dce87d02d308455f24 1587 1567 2006-12-14T11:32:51Z yamakawa 3 wikitext text/x-wiki To be successful in Live for Speed it is vital to familiarise with the cockpit gauges and on screen information. The gauges can be set up to your liking via the display menu in the options. Using [Shift]+F you can switch off all on screen information at once. == On-Screen == The track map: track map によってコース全体と各車の位置を確認する事ができます。 Green: 緑のマークがあなたの車の位置です。 Yellow: 黄色のマークが相手の位置です。 Orange: 橙のマークがあなたより後着の相手の位置です Light Blue:薄青 AIカーであなたより先着の位置です。 Dark Blue: 濃青 AIカーであなたより後着の位置です。 '''Frame rate display:''' The frame rate display shows how many frames per second are being drawn. This rate should never drop below 30 as the movement will start to be jerky. You can improve your FPS rate by tuning down the graphics details a bit. '''Position:''' The yellow number on the left shows your position in the race. '''Laps:''' 2/5 shows that you are in the second lap of a five lap race. During practice and qualifying only one number is displayed which shows how many laps you have driven. '''Total:''' The total duration of the race. '''Qualify:''' Only displayed in qualifying session this shows the time remaining to qualify. When the time runs out the text will be coloured orange. The lap which you are on will be the last one being timed. '''Best:''' The fastest lap you did during this session since you last left the pits. '''Lap:''' The current lap time. Will be started and stopped at the Start/Finish-Line. '''Split:''' The last split that was timed. '''Pedal bars:''' Green: Throttle<br> Red: Brakes<br> Blue: Clutch<br> Grey: Handbrake '''Steering:''' In the external view a red dot indicates how far the steering wheel has been turned. == Cockpit == '''Tachometer:''' The left gauge in the cockpit shows the current revolutions per minute. There is a red shift indicator light which will light up when shifting up or down would increase the power output of the engine. This can be turned off in the options. '''Gear Indicator:''' The gear you are currently in. '''Speedometer:''' The speed in mph or km/h. It can be displayed as analogue gauge like on the screenshot or in digital numbers. '''Turbo pressure gauge:''' Cars with a turbocharged engine have a gauge which shows the intake air pressure. When this pressure drops the engine has less power. '''Oil temperature gauge:''' The current Oil temperature. If the cooler has been damaged in a crash the engine temperature will rise and the driver should take care not to push too hard because this might destroy the engine. This is not enabled yet in S2 Alpha. It may also be Water Temperature, but the same principles above will apply. '''Fuel gauge:''' The remaining amount of fuel. Take care to pit in time or you will run out off fuel. A digital reading of the amount of fuel in your tank can be seen in the F12 menu. '''Clock:''' Some cars have a clock which shows the local time set up in Windows. '''FPS:''' Some cars have a gauge that shows the current FPS that Live for Speed is running at. This was added mostly to fill empty space on the console in some cars. '''Indicator light:''' An orange light indicates if the indicator or the hazard warning lights are turned on. '''Handbrake:''' If the handbrake is engaged it will be indicated by a red light. '''Pit Limiter:''' In cars that are equipped with a pit lane speed limiter, when the limiter is engaged it is indicated by a green light. '''Traction Control:''' In cars that have traction control, a currently engaging TC is indicated by a rapidly flashing blue light. If TC is disabled, the blue light will be constantly shown as a warning that TC is off. == 拡張ディスプレイ == === タイヤの温度と磨耗の表示 [F9]=== [[image:TyreExplanation.jpg|thumb|Tyre temperature & wear]] <font style="color:gray">'''[F9]'''</font> The F9 display shows four small windows each containing a 2D profile of a tyre, some numbers and three grey bars. There are six areas in the diagram - three contact patches, the sidewalls and the air temperature. Each area goes from dark blue (cold) through green (ideal) and into red (overheated). There is also black, but that is only shown inside the tire after a blowout or puncture. Above the tyre diagram, there is a set of three numbers, which give the exact temperature of that tyre part.<br> Bear in mind that since the tyre diagram only shows the ''top'' section of the corresponding tyre, a 'flat spot' on a spinning wheel is represented by little flashes of red. At the top of each window there is a set of moving grey bars showing the footprint pressure of the tyre on the road. The display gives a good idea of how much camber (lean) the wheels have at any given point in time. With most cars there is a change in camber when the body rolls in a corner, but in order to find the most grip the wheel needs to be upright (relative to the road surface), when the bars are level the wheel is vertical to the road. Last but not least we have a little brown bar that appears inside the tyre diagram, this brown bar refers to the amount of dirt on the tyres. Dirt reduces grip a huge amount and therefore you should be more careful after a even a tiny 'off' - it can take a few corners to clean your tyres up again. === ダメージ表示 [F10]=== [[image:DamageExplanation.jpg|thumb|Damage display]] <font style="color:gray">'''[F10]'''</font> The damage display shows you if a part of your suspension is damaged. An orange bar symbolises the damage. The longer the orange bar, the more damaged your suspension is. A red bar means that a part of your suspension has completely collapsed - But probably you will already have noticed this by the behaviour of the car. '''UPR:''' Represents damage to the upper strut. This essentially means the upper suspension arm is bent/shorter, thus decreasing your [[Advanced_Setup_Guide#Camber_Adjust|camber]] (more negative). '''LWR:''' Is damage to the lower strut, increasing your camber (more positive). '''TOE:''' Shows damage to your [[Advanced_Setup_Guide#Toe_In|toe in/out]] setting. The orange bar illustrates in which direction the front of the corresponding tyre is pointing to. If the orange bar on the left suspension damage display points to the right, then you have more toe in, if it points to the left, you have more toe out. Vice versa for the right suspension damage display. '''Spring/Damper damage:''' Shows how intact your [[Advanced_Setup_Guide#Bump_.26_Rebound_Damping|damping]] is. If the bars become red, the damping failed completely, which you will immediately notice because your car will be jumping all over the place. === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] <font style="color:gray">'''[F11]'''</font> This display allows for some on-the-fly changes to your current car setup. Included are [[Advanced_Setup_Guide#Brakes_2|brake balance]] and [[Advanced_Setup_Guide#Anti_Roll|front/rear anti-roll bars]]. Note: The changes made on this display are applied (almost) immediately! So better don't fool around with the brake balance when approaching that tricky hairpin. Furthermore, not all cars can adjust all three settings. The RaceAbout, for example, has no rear anti-roll bar. === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] <font style="color:gray">'''[F12]'''</font> On the pit instructions display, you can set up what actions should be taken while doing a pitstop. Additionally, there is a fuel display and other generic information, for example if a pitstop is required (by racing rules) or not.<br> The values displayed in the square brackets [] indicate the difference to the current setting. For example, if you currently have 5° front wing and change it to 8°, the bracketed value will read [+3°]. As soon as you do your pitstop, the changes will be applied and the value reset to [+0°]. The change instructions include: '''Fuel load at pit stop:''' Sets the (percentage) amount to which your tank will be filled when doing a pitstop. If the current fuel amount is bigger than this value, no action will be taken. '''Tyre change if wear > X%:''' Sets the amount of how much a tyre must be worn before it will be changed. If you set it to 10%, then even a slightly worn tyre will be changed, if set to 90% the tyre must have almost no tread left before it gets replaced. Additional options are 'always' and 'never'. '''Wheels are symmetric/asymmetric:''' Defines wether you want to edit the front/rear wheels in a symmetric fashion or not. If you choose asymmetric, you can also edit the left/right side independendly. '''Tyre type:''' Change this if you want to mount a different type of tyres. See [[Advanced_Setup_Guide#Tyres_2|tyre types]] for more information. '''Camber adjust:''' See [[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]. '''Pressure:''' Sets the [[Advanced_Setup_Guide#Pressure|tyre pressure]]. '''Wing:''' (only on cars with downforce) Sets the angle of your wings. See [[Advanced_Setup_Guide#Downforce_2|downforce]]. Please note that depending on the car you drive, some of the options seen on the screenshot might not be available. For example, on non-downforce cars, there is of course no wing adjustment. === G-フォースの表示 [Fキー]=== At the bottom of the screen right in the middle you will see figures showing the actual lateral and longitudinal acceleration. Lateral acceleration is on the left and a small triangle shows if the acceleration is to the left or the right side. The longitudinal acceleration is on the right side and a triangle shows the direction of the acceleration here too. === ポジションリスト === Shows your position in the race as well as the position of your opponents. At the end of each sector the gap between you and your opponents will be displayed. === サスペンション表示 [Shift + L]=== <font style="color:gray">'''[Shift + L]'''</font> Pressing this key combination will bring the suspension display to the screen. This is a schematic diagram of the car's suspension which is updated in real time so you can view the suspension work through corners and over bumps. This display will also reflect if your car uses a Double Wishbone, Mac Pherson or Trailing Arm suspension. === レイテンシー/ラグ・グラフ === They display the amount of latency between you, other players and the server. Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! <!-- links to other languages --> [[de:Anzeigen]] 582fd3c57d19f3efece87dd7d2fe73ac7dab4d5b 1588 1587 2006-12-16T11:31:43Z yamakawa 3 wikitext text/x-wiki To be successful in Live for Speed it is vital to familiarise with the cockpit gauges and on screen information. The gauges can be set up to your liking via the display menu in the options. Using [Shift]+F you can switch off all on screen information at once. == On-Screen == The track map: track map によってコース全体と各車の位置を確認する事ができます。 Green: 緑のマークがあなたの車の位置です。 Yellow: 黄色のマークが相手の位置です。 Orange: 橙のマークがあなたより後着の相手の位置です Light Blue:薄青 AIカーであなたより先着の位置です。 Dark Blue: 濃青 AIカーであなたより後着の位置です。 '''Frame rate display:''' The frame rate display shows how many frames per second are being drawn. This rate should never drop below 30 as the movement will start to be jerky. You can improve your FPS rate by tuning down the graphics details a bit. '''Position:''' The yellow number on the left shows your position in the race. '''Laps:''' 2/5 shows that you are in the second lap of a five lap race. During practice and qualifying only one number is displayed which shows how many laps you have driven. '''Total:''' The total duration of the race. '''Qualify:''' Only displayed in qualifying session this shows the time remaining to qualify. When the time runs out the text will be coloured orange. The lap which you are on will be the last one being timed. '''Best:''' The fastest lap you did during this session since you last left the pits. '''Lap:''' The current lap time. Will be started and stopped at the Start/Finish-Line. '''Split:''' The last split that was timed. '''Pedal bars:''' Green: Throttle<br> Red: Brakes<br> Blue: Clutch<br> Grey: Handbrake '''Steering:''' In the external view a red dot indicates how far the steering wheel has been turned. == Cockpit == '''Tachometer:''' The left gauge in the cockpit shows the current revolutions per minute. There is a red shift indicator light which will light up when shifting up or down would increase the power output of the engine. This can be turned off in the options. '''Gear Indicator:''' The gear you are currently in. '''Speedometer:''' The speed in mph or km/h. It can be displayed as analogue gauge like on the screenshot or in digital numbers. '''Turbo pressure gauge:''' Cars with a turbocharged engine have a gauge which shows the intake air pressure. When this pressure drops the engine has less power. '''Oil temperature gauge:''' The current Oil temperature. If the cooler has been damaged in a crash the engine temperature will rise and the driver should take care not to push too hard because this might destroy the engine. This is not enabled yet in S2 Alpha. It may also be Water Temperature, but the same principles above will apply. '''Fuel gauge:''' The remaining amount of fuel. Take care to pit in time or you will run out off fuel. A digital reading of the amount of fuel in your tank can be seen in the F12 menu. '''Clock:''' Some cars have a clock which shows the local time set up in Windows. '''FPS:''' Some cars have a gauge that shows the current FPS that Live for Speed is running at. This was added mostly to fill empty space on the console in some cars. '''Indicator light:''' An orange light indicates if the indicator or the hazard warning lights are turned on. '''Handbrake:''' If the handbrake is engaged it will be indicated by a red light. '''Pit Limiter:''' In cars that are equipped with a pit lane speed limiter, when the limiter is engaged it is indicated by a green light. '''Traction Control:''' In cars that have traction control, a currently engaging TC is indicated by a rapidly flashing blue light. If TC is disabled, the blue light will be constantly shown as a warning that TC is off. == 拡張ディスプレイ == === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの断面図と3本のグレーのバーと数字が書かれた4つの小さなウインドウを表示します。 タイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> '''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> '''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> 『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に'''グレー'''のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] <font style="color:gray">'''[F10]'''</font> The damage display shows you if a part of your suspension is damaged. An orange bar symbolises the damage. The longer the orange bar, the more damaged your suspension is. A red bar means that a part of your suspension has completely collapsed - But probably you will already have noticed this by the behaviour of the car. '''UPR:''' Represents damage to the upper strut. This essentially means the upper suspension arm is bent/shorter, thus decreasing your [[Advanced_Setup_Guide#Camber_Adjust|camber]] (more negative). '''LWR:''' Is damage to the lower strut, increasing your camber (more positive). '''TOE:''' Shows damage to your [[Advanced_Setup_Guide#Toe_In|toe in/out]] setting. The orange bar illustrates in which direction the front of the corresponding tyre is pointing to. If the orange bar on the left suspension damage display points to the right, then you have more toe in, if it points to the left, you have more toe out. Vice versa for the right suspension damage display. '''Spring/Damper damage:''' Shows how intact your [[Advanced_Setup_Guide#Bump_.26_Rebound_Damping|damping]] is. If the bars become red, the damping failed completely, which you will immediately notice because your car will be jumping all over the place. === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] <font style="color:gray">'''[F11]'''</font> This display allows for some on-the-fly changes to your current car setup. Included are [[Advanced_Setup_Guide#Brakes_2|brake balance]] and [[Advanced_Setup_Guide#Anti_Roll|front/rear anti-roll bars]]. Note: The changes made on this display are applied (almost) immediately! So better don't fool around with the brake balance when approaching that tricky hairpin. Furthermore, not all cars can adjust all three settings. The RaceAbout, for example, has no rear anti-roll bar. === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] <font style="color:gray">'''[F12]'''</font> On the pit instructions display, you can set up what actions should be taken while doing a pitstop. Additionally, there is a fuel display and other generic information, for example if a pitstop is required (by racing rules) or not.<br> The values displayed in the square brackets [] indicate the difference to the current setting. For example, if you currently have 5° front wing and change it to 8°, the bracketed value will read [+3°]. As soon as you do your pitstop, the changes will be applied and the value reset to [+0°]. The change instructions include: '''Fuel load at pit stop:''' Sets the (percentage) amount to which your tank will be filled when doing a pitstop. If the current fuel amount is bigger than this value, no action will be taken. '''Tyre change if wear > X%:''' Sets the amount of how much a tyre must be worn before it will be changed. If you set it to 10%, then even a slightly worn tyre will be changed, if set to 90% the tyre must have almost no tread left before it gets replaced. Additional options are 'always' and 'never'. '''Wheels are symmetric/asymmetric:''' Defines wether you want to edit the front/rear wheels in a symmetric fashion or not. If you choose asymmetric, you can also edit the left/right side independendly. '''Tyre type:''' Change this if you want to mount a different type of tyres. See [[Advanced_Setup_Guide#Tyres_2|tyre types]] for more information. '''Camber adjust:''' See [[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]. '''Pressure:''' Sets the [[Advanced_Setup_Guide#Pressure|tyre pressure]]. '''Wing:''' (only on cars with downforce) Sets the angle of your wings. See [[Advanced_Setup_Guide#Downforce_2|downforce]]. Please note that depending on the car you drive, some of the options seen on the screenshot might not be available. For example, on non-downforce cars, there is of course no wing adjustment. === G-フォースの表示 [Fキー]=== At the bottom of the screen right in the middle you will see figures showing the actual lateral and longitudinal acceleration. Lateral acceleration is on the left and a small triangle shows if the acceleration is to the left or the right side. The longitudinal acceleration is on the right side and a triangle shows the direction of the acceleration here too. === ポジションリスト === Shows your position in the race as well as the position of your opponents. At the end of each sector the gap between you and your opponents will be displayed. === サスペンション表示 [Shift + L]=== <font style="color:gray">'''[Shift + L]'''</font> Pressing this key combination will bring the suspension display to the screen. This is a schematic diagram of the car's suspension which is updated in real time so you can view the suspension work through corners and over bumps. This display will also reflect if your car uses a Double Wishbone, Mac Pherson or Trailing Arm suspension. === レイテンシー/ラグ・グラフ === They display the amount of latency between you, other players and the server. Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! <!-- links to other languages --> [[de:Anzeigen]] 8b8f39e8df56309069c971985c9d230e5db65147 1593 1588 2006-12-22T12:53:09Z yamakawa 3 wikitext text/x-wiki 表示する項目は Options - Display で自由にカスタマイズできます。<br> また'''「Shift」+「F」''' キーですべての画面表示をOFFにすることも出来ます。 == オン・スクリーン == [[image:on_screen_jp.jpg|thumb|レース画面]] '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 周回数 / 全周回 '''Total:''' トータルタイム '''Qualify:''' 予選の残り時間 '''Best:''' ベストタイム '''Lap:''' 現在のラップタイム '''Split:''' 最後に通過した区間タイム '''ペダルバー:''' :緑色: アクセル<br> :赤色: ブレーキ<br> :青色: クラッチ<br> :グレー: ハンドブレーキ '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。 '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] 508083c0f07a6af15997c68827ee2f3ef8f6a552 ビュー(視点)の切り替え 0 1420 1574 2006-11-28T13:25:20Z yamakawa 3 wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルックを使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == カスタムビュー == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Sifh + U モード == 8a7f8dee84b74f20e9fede4826cc03276045a5b0 1575 1574 2006-11-28T13:26:02Z yamakawa 3 /* Sifh + U モード */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルックを使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == カスタムビュー == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == 611036962f3f04c5fa49ebd74c53361e527bc3b3 トーク:メインページ 1 1418 1576 1487 2006-12-01T22:54:00Z GP4Flo 4 Cover render wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) bd73619a6ec539bd65729e023523b336240748a3 1577 1576 2006-12-02T11:16:49Z yamakawa 3 /* Cover render */ wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) Thank you.Ok,I put two kinds of versions. book only here http://www.k5.dion.ne.jp/~yama-p/S1cover.jpg book & tools here http://www.k5.dion.ne.jp/~yama-p/S1cover_2.jpg Choose to like it. 7c50c6a331a052a16df8ec5d7e15995f6791ecfa 1578 1577 2006-12-02T11:19:40Z yamakawa 3 /* Cover render */ wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) Thank you.Ok,I put two kinds of versions.<br> book only here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover.jpg<br> book & tools here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover_2.jpg<br> Choose to like it.<br> Regards ad070bdfd93551ecd85fe4740eb10af9d38a68d3 1579 1578 2006-12-02T11:24:44Z yamakawa 3 /* Cover render */ wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) Thank you.Ok,I put two kinds of versions.<br> book only here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover.jpg<br> book & tools here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover_2.jpg<br> Choose to like it.<br> Regards [[利用者:yamakawa|yamakawa]] 2006年12月2日 (土) 11:23 (UTC) 874bb6efc7935734ff276b8bc68fa7ca1ad81dce 1581 1579 2006-12-02T20:28:45Z GP4Flo 4 /* Cover render */ wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) Thank you.Ok,I put two kinds of versions.<br> book only here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover.jpg<br> book & tools here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover_2.jpg<br> Choose to like it.<br> Regards [[利用者:yamakawa|yamakawa]] 2006年12月2日 (土) 11:23 (UTC) Nice, thanks! --[[利用者:GP4Flo|GP4Flo]] 2006年12月2日 (土) 20:28 (UTC) 2f5a8f8e72834d9d51f5db639c3e011bae9a59b5 ゲームモード 0 1412 1580 1478 2006-12-02T11:31:25Z yamakawa 3 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|Training]] Live for Speedの新しいトレーニングモードは、レースに必要な運転技術を磨くためのドライビングスクールです。 もちろんLFSのベテランでもTrainingはドライビングスタイルを洗練するのに役に立ちます。 リストからレッスンを選んで、クリア条件/目標タイム、学習目的、 ティップスを確認して挑戦して下さい。 全てのレッスンは時間内、またはコースOFFやコーンに触れると失格です。レッスンを終えた後、LFSから成績が表示されます。 *マルチプレーヤーモードではあなたを仮想オンラインへ連れて行きます。ここで学んだことはオンライン中、常に思い出して適切にふるまわなければなりません。なぜなら、あなたは人間と競争していているので、慎重に運転して事故を避けようとして下さい。[[Driving_Guide|Driving cleanly]]はより良いレースを提供するだけではありません - それは、あなたが競争相手を見つけるのを援助します。 <br> == マルチプレーヤー == [[image:Serverlist.jpg|thumb|Serverlist]] === Multiplayerのメインメニュー === '''オンラインモードの選択:''' Demo・S1・S2から選択できます。Demoはアンロックされていないデモと同じになります。レーサーの数は11人に限られています。LFSをまだ買っていない友人とレースをするときに使用して下さい。 '''Windowed while connecting:''' インターネットに接続中、ウインドウモードになります。 '''Search Player:''' LFS内からあらゆるプレーヤーを捜すことができます。あなたが捜しているプレーヤーの名前を入力して下さい。そして、プレーヤーがオンラインならば、あなたはあなたがサーバーで彼に加わりたいかどうか尋ねられます。 === Display list of games === LFSはマスターサーバーに接続して、hidden設定されない全てのホストを表示します。 リストはどの車が許されるか、どのトラックが使われているか、そして何人のレーサーが現在サーバーにいるか各サーバーに関する延長した情報を含みます。『?』ボタンをクリックすると、サーバーでレーサーの名前を含むチャットウインドウに、いろいろなさらなる情報を示します。また画面下部のボタンを使って表示されるサーバーを特定することができます。 '''Car フィルター:''' Carフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:画面右端のCarsボタンリストを使用してください。デフォルトはALLです。 車種別:リスト中央上部に縦にかかれている自動車名をクリックして下さい。黒青赤にセットすることができます。 [青] : この車があるホストを表示します<br> [赤] : この車があるホストを除外します<br> [黒] : 指定なし<br> ゲストへ : 空のホストに接続するのを嫌がらないで!そのうち人々が集まって来るでしょう!<br> ホストへ: なるべく「all cars」に設定しないで! '''Carコード:''' サーバーリストに表示される車種名は、3文字に省略されたCarコードを使用しています。 UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track コード:''' トラックは下のリストのコードを使用します。サーバーリスト内でも使用されます。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。トラックコードは3つの部品の組合せです。 1.トラック識別子、2.コース番号 3.逆走の場合だけ「R」を追加 例:<br> 「BL1R」は、「Blackwood」「GP」「逆走」<br> 「AS3」は、 「Aston」「 National」「順走」になります。 BL - Blackwood (3コース: GP, RallyX, Car Park) SO - South City (5コース: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6コース: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7コース: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1コース : International) KY - Kyoto (3コース: Oval, National, GP Long) AU - Autocross (4コース: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host:''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Guest select track:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' 深夜レースの禁止 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + S) '''Spectate''' 観戦モード '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- links to other languages --> [[en:Game modes]] [[de:Spielmodi]] 902727125856c000df501cc422a1c3b2539be040 視点の切り替え 0 1421 1582 2006-12-13T11:20:23Z yamakawa 3 wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == カスタムビュー == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == d31f6cfed983e842aa53bf2813da51f2bdf67cd5 スキン作成 チュートリアル 0 1422 1585 2006-12-13T11:47:22Z yamakawa 3 wikitext text/x-wiki == スキンの使用方法 == ''By XCNuse'' 全ての新顔と知るそれら以外のために、LFSでpremade皮膚を使う短いチュートリアルは、ここにあります。これを理解するのが簡単にするために、皮膚ingameを使う大雑把なイラストは、ここにあります For all newcomers and those unaware, here is a short tutorial to use premade skins in LFS. To make this easy to understand, here is a rough illustration to use a skin ingame 1. Create a new Color selection by click on "New Colour" [[image:newskin1me9.jpg|none]] 2. Go to Colour section on bottom list to define wheel colors and the skin, and click on the button to the right of Texture Name [[image:newskin2jc2.jpg||none]] 3. Choose the skin from a list (if your skin is not visible, make sure it is in your data/skins folder!) [[image:newskin3cn1.jpg||none]] 4. The skin you chose should now be visible next to Texture Name, and you now can race around with a skin [[image:newskin4pq0.jpg||none]] '''Demo Users:''' Only S2 licensed users have the ability to download skins through [[LFS World]] the only way to make your skin visible to others, is if you contact them by any means, and sending them the file '''S2 Licensed Users:''' By logging into LFSWorld and selecting the "My online car-skins" upload your skins to make them available for download while racing online Lastly, it is rude and stealing by editing a skin without the creators' permission == スキンの作り方 == ''By Master Skinnerz'' === はじめに === Let's get right down to the facts so we can move on to actually making and using custom skins. * Each car in LFS is a 3D model with a texture "wrapped" around it. In the case of LFS that texture is a JPG file, this image format was developed for use on the Internet and is therefore very common. LFS skins are JPG files, nothing any more complicated than that. * Every decent (and many poor) graphics and paint programs support the JPG format. This makes skinning very easy in LFS because anyone can have a go. JPG images are easy to create and edit, and they use compression to reduce file size, helping to improve performance by minimising the load on PC harware resources. * LFS contains default skins which can be "painted over" in your favourite paint or graphics program, and saved as skins in JPG format for use in LFS. That's as simple as skinning really can be. You can find the default skins in your LFS/data/skins folder. Look for the plain white skins with no design on them. * LFS skins have a special naming prefix for each car, you will notice this prefix in the skin name, for example: FZR_DEFAULT.jpg. The FZR_ prefix must be used for FZR cars if you want the game and LFS World to handle the textures (skins) properly. Apart from this technical reason, it makes good sense to have everyone using the same naming convention for skins. All cars each have their own 3-letter filename prefix followed by an underscore, check your skins folder and you will see how it works. === スキン作成の基本方法 === Ok this is really basic, but if you are a total newbie this will get you started: # Launch your graphics or paint program (recommended: Paint Shop Pro, Photoshop. Not recommended: Windows Paint). # Go to file/ open, browse to your LFS/data/skins folder and choose a default skin (plain white) for the car you wish to paint. Click Ok. # Using the paint and effects tools provided with your software you can paint the skin and create a design for your car. You may also cut and paste other images on to your skin. Sponsor logos are popular additions, as are racing stripes and numbers, your country's flag and things like that. Don't stop until you are very satisfied with the quality of your work. # Go to file/ save as, and make sure that the file type selected is JPG. Name your skin using the three-letter prefix, include the underscore. Don't use a common name like XFG_HONDA, be more unique. Don't use special characters in your filenames, keep it simple. Making sure that you are saving to your LFS/data/skins folder, click Ok to save your JPG file. There. You just made your first skin! I hope you put more time and effort into the next one, below are some tools and information to help you do your best. Please check our other tutorial topics for more advanced techniques and considerations. == LFS Worldへのアップロード方法 == * あなたのユーザーネームとパスワードを使って www.lfsworld.net へログインしてください。 * "My online car-skins"をダブルクリック * Click browse * "選択"ボタンを押して、スキンのファイルを選択 (1024 x 1024以内) * Upload skinをクリック == Useful links == [http://www.zdnet.de/downloads/programs/s/l/de0DSL-wc.html Corel (Jasc) Paint Shop Pro] [http://www.adobe.com/products/photoshop/ Adobe Photoshop] [http://www.gimp.org/ The GIMP (freeware)] [http://www.getpaint.net/index.html Paint.net] [http://www.xara.com/ Xara Xtreme] [http://www.snapfiles.com/get/photofiltre.html PhotoFiltre] [http://www.adobe.com/products/fireworks/ Adobe Fireworks] [http://www.inkscape.org/ Inkscape] [http://www.cameleon-labs.com/ ObjectPainter] {{Guides}} <!-- links to other languages --> [[de:Skin Tutorial]] fcf31ac168989fdcab2aba0b934baca838baa7cc 1594 1585 2006-12-22T12:54:09Z yamakawa 3 wikitext text/x-wiki == スキンの使用方法 == ''By XCNuse'' 1. 『New』ボタンをクリックして新しい名前を作成。 [[image:newskin1me9.jpg|none]] 2. 『Colour』の項目でホイールの色とスキンを選択。 [[image:newskin2jc2.jpg||none]] 3. リストからスキンを選択 (もし表示されない場合は、data/skins フォルダーを確認してください) [[image:newskin3cn1.jpg||none]] 4. あなたが選んだスキンの名前が表示されているはずです。これでもうあなたはこのスキンで走れます。 [[image:newskin4pq0.jpg||none]] '''Demoユーザー'''<br> LFS Worldからスキンを自動的にダウンロードする機能はS2ライセンスを持っているユーザーだけが使用できます。<br> もしあなたのスキンを他のユーザーに見えるようにするには、手動で相手の data/skins_x フォルダーに自分のスキンのファイルを入れてもらいましょう。 '''S2 ライセンスのユーザー'''<br> LFS Worldにログインして『My online car-skins』をダブルクリックし、あなたのスキンをアップロードしてください。 最後に、他のユーザーが作ったスキンを無断で編集することは失礼です。 == スキンの作り方 == ''By Master Skinnerz'' === はじめに === * LFSの車はテクスチャー(画像)で「包まれた」3Dモデルです。テクスチャーの形式はJPGファイルです。この画像フォーマットはインターネット上で使用するために開発されていて非常に一般的です。 *ほとんどのグラフィックソフトは、JPGフォーマットをサポートしているので、誰でも簡単に編集することが出来ます。さらにファイルサイズを圧縮できるのでハードウェアへの負荷を減らしてパフォーマンスを向上させることが出来ます。 */data/skinsフォルダーに真っ白な「○○○_DEFAULT.JPG」が入っているので、それをベースにグラフィックソフトなどで編集してください。 *保存する時は名前の先頭に、3文字の車種名と「_」(アンダーバー:「Shift」+「ろ」)を'''必ず'''付けて下さい。<br> :例:XRT_名前(英数字).jpg<br> そうしないとLFSとLFS Worldからきちんと認識されません。 === 基本方法 === # JPGファイルが使用できるグラフィックソフトを起動。 # /data/skinsフォルダーからdefaultスキンを読み込む。 # 使用しているソフトの機能を使って好きなようにカラーリングをデザインします。スポンサーロゴ、ゼッケン番号、あなたの国旗などを貼り付けたりしましょう。あなたの理想の品質になるまで妥協しないでください。 # 完成したらJPG形式で保存しましょう。3文字の車種記号とアンダーラインを先頭につけてるのを忘れずに。XFG_HONDAのような一般的な名前はすでに使用されている場合があるので、よりユニークな名前にしてください。 これであなたの最初のスキンを作りました!私はあなたがより多くの時間と努力でを作成することを望みます。 == LFS Worldへのアップロード方法 == * あなたのユーザーネームとパスワードを使って [http://www.lfsworld.net LFS World]へログインしてください。 * "My online car-skins"をダブルクリック * Click browse * "選択"ボタンを押して、スキンのファイルを選択 (1024 x 1024以内) * Upload skinをクリック == 内装インテリア/トラック背景などの編集 == data/ddsフォルダにトラックの背景、内装などのテクスチャデータが入っています。 ファイル形式はDDSフォーマットを使用しています。これはゲームで使用する最も一般的なフォーマットです。 しかしDDS形式は一部のグラフィックソフトでしか読み込み/保存が出来ません。 そこで一度「DDS Converter」のような変換ソフトでBMP・JPG・TGAなどの形式に変換すると、DDS形式に対応していないソフトでも編集が可能になります。 完成したファイルをDDS形式にもどすことでカスタマイズが可能です。 == 一般的なグラフィックソフトのリンク == 商用ソフト [http://www.zdnet.de/downloads/programs/s/l/de0DSL-wc.html Corel (Jasc) Paint Shop Pro] [http://www.adobe.com/products/photoshop/ Adobe Photoshop] [http://www.adobe.com/products/fireworks/ Adobe Fireworks] [http://www.cameleon-labs.com/ ObjectPainter] [http://www.xara.com/ Xara Xtreme] フリーソフト [http://www.getpaint.net/index.html Paint.net] [http://www.gimp.org/ The GIMP] [http://www.inkscape.org/ Inkscape] [http://www.snapfiles.com/get/photofiltre.html PhotoFiltre] {{Guides}} <!-- links to other languages --> [[en:Skin Tutorial]] [[de:Skin Tutorial]] 9689a2551d7f3b374162676e8c1f3d83775eec10 Clean Racers Club レース規則 0 1423 1592 2006-12-22T12:52:28Z yamakawa 3 wikitext text/x-wiki == Clean Racers Club レース規則の趣旨 == The CRC are well respected in the online racing community and these rules are acknowledged as the guidelines we all should adhere to and strive to drive by. Please think before you blame others, online racing is intense and very competitive and stressful at times, accidents are part of the racing experience and often caused by lag, competitors inattention due to a home phone ringing, family members interrupting them and such things as they cannot control. The most obvious rule is: No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. '''Perhaps the most important rule is:''' No running into the car ahead of you. The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. Please read over and over again. This basically means keep back in first corner after a start, so you know you have room if they misjudge the turn and its your fault if you run into them, learn patience and remember we are not racing for sheep stations! === レース規則 === ==== 規則を知ること ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== 総則 ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== ドライバー名の通則 ==== DE-1: Always use your recognised online name. ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === ピットでのエチケットに関する規則 === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === レース全般に関する規則 === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== 接触譲歩に関する規則 ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. a0d2497183125fef937dd122d9e5d0e11612a3bc ドライビングガイド 0 1416 1597 1482 2006-12-22T13:06:46Z yamakawa 3 wikitext text/x-wiki == 簡単なドライビング Tips == * Use your brakes in good time when you are approaching a corner. It is in fact faster to take a corner at a safe speed, rather than braking late and hard (which could cause you to run off the track or run wide, off the racing line). * Hard braking also causes flat spots to occur on your tyres, significantly reducing grip and possibly leading to blowouts. Also avoid driving on grass and dirt, as this also reduces grip. * Be gentle with your throttle when you are driving a rear wheel drive car. Applying too much throttle too quickly will cause you to spin out when you exit corners. * Be very careful in the first corner of the race, especially when starting from the back. Probably you have brake way earlier than you are used to, because cars are piling up there. The first turn is the most dangerous one in a race, be careful, don't ruin your or (even worse) the race of others. * Practise makes perfect. Drivers who win races do so because they put in the time and effort into learning the track and their cars. == オンライン・レーシングのエチケット == * Don't spam: There is no need to repeat a message over and over. Other racers will be annoyed by you. It's rude and there is simply no use in doing that. Even if you are angry or you have the right to be angry, never spam! * If you get BLUE FLAG displayed on the screen, it means a player who is one or more laps ahead of you is attempting to pass. You must let this player past you as soon as possible by driving your car out of the racing line and slowing down a bit on a clear straight. == ドライビング Tips == ''by Gentlefoot'' === スピードは貫性からやってくる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. Consistency is an absolute must when adjusting your setups. When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[Additional_Tools#Analyze_for_Speed|AnalyzeForSpeed]] === This tool is fantastic. When you watch WRs and can’t work out how they are getting through corners at certain speeds, this tool can help. You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as tho you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you.<br> [http://www.ctd-racing.com/AFS/ Analyse for Speed website]<br> [http://www.liveforspeed.net/?page=analysers LFS's analysers info page (to download the 'trackmaps')] === コーナーへのアプローチ === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 7084817537569baa6d4b101f8615c69e81e48531 リンク 0 1424 1601 2006-12-22T13:40:59Z yamakawa 3 wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === Live for Speed S2 チャンピオンシップ http://lfsc.ty.land.to/<br> WHRTレースイベント http://whrt.web.infoseek.co.jp/whrt.html<br> (レース主催者の方そうぞ。^^;) === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === 日本 === LFS Japan http://whrt.web.infoseek.co.jp/liveforspeed/index.html === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ 6aa9b42a9ef8d51263e830e82db898f1fdfc08c6 クレジット 0 1425 1602 2006-12-22T13:44:12Z yamakawa 3 wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|The Live for Speed CD box]] '''Bob Smith''': selections from the Advanced Setup Guide, over-enthusiastic car descriptions<br> '''Christophe Pratlong (Grudd)''': 3D render tutorial<br> '''DasBoeseC''': translation of the german manual<br> '''Fetzo''': track descriptions<br> '''Florian Jesse''': project management, links, credits, screenshots<br> '''[[User:ORION|Frank Naggies]]''': Gallery<br> '''Gunn''': Editing DDS files<br> '''Holger "cr4zy!C3" Reitner''': mates@track II, DediGUI 2, ...<br> '''Jussi Mäkelä''': Analyze for Speed<br> '''Raine Kreutzman''': FAQ<br> '''Mantis9''': FAQ<br> '''Martin Gollub''': LFS Spectator <br> '''Robert Bjorkman (Moby)''': car setups <br> '''RodeoSheep''': FAQ<br> '''SaM''': movie tutorial<br> '''[[User:Scawen|Scawen Roberts]]''': autocross editor, InSim, file formats<br> '''ShannonN''': Unofficial LFS S1 manual<br> '''Shrek''': hosting guide<br> '''René Smit''': F1PerfView<br> '''TuffCheez''': CRC rules<br> '''[[User:tristancliffe|Tristan Cliffe]]''': Wiki Car Renders<br> '''Vari''': keys<br> '''[[User:Victor|Victor van Vlaardingen]]''': LFS stats on your own website<br> Inspired by the Grand Prix 2 Manual by Rick Haslam and Nick Stokes and Four-Wheel Drift (Grand Prix Legends) by Steve Smith – try to buy them on eBay, it's worth! == Game Credits == [[image:Dev team.jpg|thumb|The Live for Speed developers]] [[image:Credits.jpg|thumb|The game credits]] [[image:Lfslogoold.gif|thumb|The original LFS logo by Nicolas Grignon]] === Development Team === '''[[User:Scawen|Scawen Roberts]]''': programmer<br> '''Eric Bailey''': artist <br> '''[[User:Victor|Victor van Vlaardingen]]''': musician and webmaster === Early Contributors === '''Dickon Roberts, Alex Evans, Mark Healey''' === Special Thanks === '''Nuno Maia''': interface design / artwork / skies<br> '''[[User:GP4Flo|Florian Jesse]]''': training lessons<br> '''David Seward''': http://www.liveforspeed.net art and design<br> '''[[User:ORION|Frank Naggies]]''': http://www.lfsworld.net art and design<br> '''[[User:Don|Ondřej Zeman]]''': additional skies<br> '''Nicolas Grignon''': original logo design<br> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 car - http://www.fsae.mcgill.ca<br> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RA car - http://www.raceabout.fi<br> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber === Beta Testing === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [[User:GP4Flo|Florian Jesse]], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, Rich Johnston, [[User:Don|Ondřej Zeman]], George Crocket, David Seward, Philip Kempermann, Rudi Reinkort, Bahaa Helwani, Simo Luukka, Lino Carreira, Sebastien Tixier, Joachim Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann''' === Translations === '''Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Željko Stjepanović, Rafał Ziarnik, Mikołaj Liberski, Ιδομενέας Μητσοτάκης, Florian Jesse, Lennart Vocke, Gaylord Roger, Bruno Chabanas, Torfinn Dahl, Viðar Gunnarsson, [[User:illegal|Niels De Loor]], Arsen Torbarina, Sune Nielsen, Nuno Maia, Joaquim Hilari Horts, Beñat Gonzalez, Renato Carta, Robert Kotlaba, Honza Kramar, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Can Bayçay, Kemal Hadimli, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Vagner Nishimoto, Дмитрий Лебедев, [[User:avellis|Αλέξανδρος Βέλλης]], Rastislav Šišolák''' === Music Player === Ogg Vorbis © 2001 Xiphophorus <!-- links to other languages --> [[en:Credits]] [[de:Impressum]] 46c1915cf3de3e1acd0a8f22efa8c55077b30b8d 1641 1602 2007-03-27T07:48:39Z takaryo 5 /* Development Team */ wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|The Live for Speed CD box]] '''Bob Smith''': selections from the Advanced Setup Guide, over-enthusiastic car descriptions<br> '''Christophe Pratlong (Grudd)''': 3D render tutorial<br> '''DasBoeseC''': translation of the german manual<br> '''Fetzo''': track descriptions<br> '''Florian Jesse''': project management, links, credits, screenshots<br> '''[[User:ORION|Frank Naggies]]''': Gallery<br> '''Gunn''': Editing DDS files<br> '''Holger "cr4zy!C3" Reitner''': mates@track II, DediGUI 2, ...<br> '''Jussi Mäkelä''': Analyze for Speed<br> '''Raine Kreutzman''': FAQ<br> '''Mantis9''': FAQ<br> '''Martin Gollub''': LFS Spectator <br> '''Robert Bjorkman (Moby)''': car setups <br> '''RodeoSheep''': FAQ<br> '''SaM''': movie tutorial<br> '''[[User:Scawen|Scawen Roberts]]''': autocross editor, InSim, file formats<br> '''ShannonN''': Unofficial LFS S1 manual<br> '''Shrek''': hosting guide<br> '''René Smit''': F1PerfView<br> '''TuffCheez''': CRC rules<br> '''[[User:tristancliffe|Tristan Cliffe]]''': Wiki Car Renders<br> '''Vari''': keys<br> '''[[User:Victor|Victor van Vlaardingen]]''': LFS stats on your own website<br> Inspired by the Grand Prix 2 Manual by Rick Haslam and Nick Stokes and Four-Wheel Drift (Grand Prix Legends) by Steve Smith – try to buy them on eBay, it's worth! == Game Credits == [[image:Dev team.jpg|thumb|The Live for Speed developers]] [[image:Credits.jpg|thumb|The game credits]] [[image:Lfslogoold.gif|thumb|The original LFS logo by Nicolas Grignon]] === 開発チーム === '''[[User:Scawen|Scawen Roberts]]''': programmer<br> '''Eric Bailey''': artist <br> '''[[User:Victor|Victor van Vlaardingen]]''': musician and webmaster === Early Contributors === '''Dickon Roberts, Alex Evans, Mark Healey''' === Special Thanks === '''Nuno Maia''': interface design / artwork / skies<br> '''[[User:GP4Flo|Florian Jesse]]''': training lessons<br> '''David Seward''': http://www.liveforspeed.net art and design<br> '''[[User:ORION|Frank Naggies]]''': http://www.lfsworld.net art and design<br> '''[[User:Don|Ondřej Zeman]]''': additional skies<br> '''Nicolas Grignon''': original logo design<br> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 car - http://www.fsae.mcgill.ca<br> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RA car - http://www.raceabout.fi<br> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber === Beta Testing === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [[User:GP4Flo|Florian Jesse]], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, Rich Johnston, [[User:Don|Ondřej Zeman]], George Crocket, David Seward, Philip Kempermann, Rudi Reinkort, Bahaa Helwani, Simo Luukka, Lino Carreira, Sebastien Tixier, Joachim Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann''' === Translations === '''Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Željko Stjepanović, Rafał Ziarnik, Mikołaj Liberski, Ιδομενέας Μητσοτάκης, Florian Jesse, Lennart Vocke, Gaylord Roger, Bruno Chabanas, Torfinn Dahl, Viðar Gunnarsson, [[User:illegal|Niels De Loor]], Arsen Torbarina, Sune Nielsen, Nuno Maia, Joaquim Hilari Horts, Beñat Gonzalez, Renato Carta, Robert Kotlaba, Honza Kramar, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Can Bayçay, Kemal Hadimli, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Vagner Nishimoto, Дмитрий Лебедев, [[User:avellis|Αλέξανδρος Βέλλης]], Rastislav Šišolák''' === Music Player === Ogg Vorbis © 2001 Xiphophorus <!-- links to other languages --> [[en:Credits]] [[de:Impressum]] 19d49abe222f155d849b2b048f66ee6c687157b4 1642 1641 2007-03-27T07:49:24Z takaryo 5 /* Translations */ wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|The Live for Speed CD box]] '''Bob Smith''': selections from the Advanced Setup Guide, over-enthusiastic car descriptions<br> '''Christophe Pratlong (Grudd)''': 3D render tutorial<br> '''DasBoeseC''': translation of the german manual<br> '''Fetzo''': track descriptions<br> '''Florian Jesse''': project management, links, credits, screenshots<br> '''[[User:ORION|Frank Naggies]]''': Gallery<br> '''Gunn''': Editing DDS files<br> '''Holger "cr4zy!C3" Reitner''': mates@track II, DediGUI 2, ...<br> '''Jussi Mäkelä''': Analyze for Speed<br> '''Raine Kreutzman''': FAQ<br> '''Mantis9''': FAQ<br> '''Martin Gollub''': LFS Spectator <br> '''Robert Bjorkman (Moby)''': car setups <br> '''RodeoSheep''': FAQ<br> '''SaM''': movie tutorial<br> '''[[User:Scawen|Scawen Roberts]]''': autocross editor, InSim, file formats<br> '''ShannonN''': Unofficial LFS S1 manual<br> '''Shrek''': hosting guide<br> '''René Smit''': F1PerfView<br> '''TuffCheez''': CRC rules<br> '''[[User:tristancliffe|Tristan Cliffe]]''': Wiki Car Renders<br> '''Vari''': keys<br> '''[[User:Victor|Victor van Vlaardingen]]''': LFS stats on your own website<br> Inspired by the Grand Prix 2 Manual by Rick Haslam and Nick Stokes and Four-Wheel Drift (Grand Prix Legends) by Steve Smith – try to buy them on eBay, it's worth! == Game Credits == [[image:Dev team.jpg|thumb|The Live for Speed developers]] [[image:Credits.jpg|thumb|The game credits]] [[image:Lfslogoold.gif|thumb|The original LFS logo by Nicolas Grignon]] === 開発チーム === '''[[User:Scawen|Scawen Roberts]]''': programmer<br> '''Eric Bailey''': artist <br> '''[[User:Victor|Victor van Vlaardingen]]''': musician and webmaster === Early Contributors === '''Dickon Roberts, Alex Evans, Mark Healey''' === Special Thanks === '''Nuno Maia''': interface design / artwork / skies<br> '''[[User:GP4Flo|Florian Jesse]]''': training lessons<br> '''David Seward''': http://www.liveforspeed.net art and design<br> '''[[User:ORION|Frank Naggies]]''': http://www.lfsworld.net art and design<br> '''[[User:Don|Ondřej Zeman]]''': additional skies<br> '''Nicolas Grignon''': original logo design<br> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 car - http://www.fsae.mcgill.ca<br> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RA car - http://www.raceabout.fi<br> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber === Beta Testing === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [[User:GP4Flo|Florian Jesse]], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, Rich Johnston, [[User:Don|Ondřej Zeman]], George Crocket, David Seward, Philip Kempermann, Rudi Reinkort, Bahaa Helwani, Simo Luukka, Lino Carreira, Sebastien Tixier, Joachim Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann''' === 翻訳 === '''Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Željko Stjepanović, Rafał Ziarnik, Mikołaj Liberski, Ιδομενέας Μητσοτάκης, Florian Jesse, Lennart Vocke, Gaylord Roger, Bruno Chabanas, Torfinn Dahl, Viðar Gunnarsson, [[User:illegal|Niels De Loor]], Arsen Torbarina, Sune Nielsen, Nuno Maia, Joaquim Hilari Horts, Beñat Gonzalez, Renato Carta, Robert Kotlaba, Honza Kramar, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Can Bayçay, Kemal Hadimli, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Vagner Nishimoto, Дмитрий Лебедев, [[User:avellis|Αλέξανδρος Βέλλης]], Rastislav Šišolák''' === Music Player === Ogg Vorbis © 2001 Xiphophorus <!-- links to other languages --> [[en:Credits]] [[de:Impressum]] 1eadaa5e7c8fcc3b10d4fb3ab3964e6892fc6dac 1643 1642 2007-03-27T07:49:45Z takaryo 5 /* Beta Testing */ wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|The Live for Speed CD box]] '''Bob Smith''': selections from the Advanced Setup Guide, over-enthusiastic car descriptions<br> '''Christophe Pratlong (Grudd)''': 3D render tutorial<br> '''DasBoeseC''': translation of the german manual<br> '''Fetzo''': track descriptions<br> '''Florian Jesse''': project management, links, credits, screenshots<br> '''[[User:ORION|Frank Naggies]]''': Gallery<br> '''Gunn''': Editing DDS files<br> '''Holger "cr4zy!C3" Reitner''': mates@track II, DediGUI 2, ...<br> '''Jussi Mäkelä''': Analyze for Speed<br> '''Raine Kreutzman''': FAQ<br> '''Mantis9''': FAQ<br> '''Martin Gollub''': LFS Spectator <br> '''Robert Bjorkman (Moby)''': car setups <br> '''RodeoSheep''': FAQ<br> '''SaM''': movie tutorial<br> '''[[User:Scawen|Scawen Roberts]]''': autocross editor, InSim, file formats<br> '''ShannonN''': Unofficial LFS S1 manual<br> '''Shrek''': hosting guide<br> '''René Smit''': F1PerfView<br> '''TuffCheez''': CRC rules<br> '''[[User:tristancliffe|Tristan Cliffe]]''': Wiki Car Renders<br> '''Vari''': keys<br> '''[[User:Victor|Victor van Vlaardingen]]''': LFS stats on your own website<br> Inspired by the Grand Prix 2 Manual by Rick Haslam and Nick Stokes and Four-Wheel Drift (Grand Prix Legends) by Steve Smith – try to buy them on eBay, it's worth! == Game Credits == [[image:Dev team.jpg|thumb|The Live for Speed developers]] [[image:Credits.jpg|thumb|The game credits]] [[image:Lfslogoold.gif|thumb|The original LFS logo by Nicolas Grignon]] === 開発チーム === '''[[User:Scawen|Scawen Roberts]]''': programmer<br> '''Eric Bailey''': artist <br> '''[[User:Victor|Victor van Vlaardingen]]''': musician and webmaster === Early Contributors === '''Dickon Roberts, Alex Evans, Mark Healey''' === Special Thanks === '''Nuno Maia''': interface design / artwork / skies<br> '''[[User:GP4Flo|Florian Jesse]]''': training lessons<br> '''David Seward''': http://www.liveforspeed.net art and design<br> '''[[User:ORION|Frank Naggies]]''': http://www.lfsworld.net art and design<br> '''[[User:Don|Ondřej Zeman]]''': additional skies<br> '''Nicolas Grignon''': original logo design<br> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 car - http://www.fsae.mcgill.ca<br> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RA car - http://www.raceabout.fi<br> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber === ベータ テスター === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [[User:GP4Flo|Florian Jesse]], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, Rich Johnston, [[User:Don|Ondřej Zeman]], George Crocket, David Seward, Philip Kempermann, Rudi Reinkort, Bahaa Helwani, Simo Luukka, Lino Carreira, Sebastien Tixier, Joachim Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann''' === 翻訳 === '''Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Željko Stjepanović, Rafał Ziarnik, Mikołaj Liberski, Ιδομενέας Μητσοτάκης, Florian Jesse, Lennart Vocke, Gaylord Roger, Bruno Chabanas, Torfinn Dahl, Viðar Gunnarsson, [[User:illegal|Niels De Loor]], Arsen Torbarina, Sune Nielsen, Nuno Maia, Joaquim Hilari Horts, Beñat Gonzalez, Renato Carta, Robert Kotlaba, Honza Kramar, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Can Bayçay, Kemal Hadimli, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Vagner Nishimoto, Дмитрий Лебедев, [[User:avellis|Αλέξανδρος Βέλλης]], Rastislav Šišolák''' === Music Player === Ogg Vorbis © 2001 Xiphophorus <!-- links to other languages --> [[en:Credits]] [[de:Impressum]] b68220356fc86c2a22bcc8c028024dd8faf78d5b 1644 1643 2007-03-27T07:49:54Z takaryo 5 /* ベータ テスター */ wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|The Live for Speed CD box]] '''Bob Smith''': selections from the Advanced Setup Guide, over-enthusiastic car descriptions<br> '''Christophe Pratlong (Grudd)''': 3D render tutorial<br> '''DasBoeseC''': translation of the german manual<br> '''Fetzo''': track descriptions<br> '''Florian Jesse''': project management, links, credits, screenshots<br> '''[[User:ORION|Frank Naggies]]''': Gallery<br> '''Gunn''': Editing DDS files<br> '''Holger "cr4zy!C3" Reitner''': mates@track II, DediGUI 2, ...<br> '''Jussi Mäkelä''': Analyze for Speed<br> '''Raine Kreutzman''': FAQ<br> '''Mantis9''': FAQ<br> '''Martin Gollub''': LFS Spectator <br> '''Robert Bjorkman (Moby)''': car setups <br> '''RodeoSheep''': FAQ<br> '''SaM''': movie tutorial<br> '''[[User:Scawen|Scawen Roberts]]''': autocross editor, InSim, file formats<br> '''ShannonN''': Unofficial LFS S1 manual<br> '''Shrek''': hosting guide<br> '''René Smit''': F1PerfView<br> '''TuffCheez''': CRC rules<br> '''[[User:tristancliffe|Tristan Cliffe]]''': Wiki Car Renders<br> '''Vari''': keys<br> '''[[User:Victor|Victor van Vlaardingen]]''': LFS stats on your own website<br> Inspired by the Grand Prix 2 Manual by Rick Haslam and Nick Stokes and Four-Wheel Drift (Grand Prix Legends) by Steve Smith – try to buy them on eBay, it's worth! == Game Credits == [[image:Dev team.jpg|thumb|The Live for Speed developers]] [[image:Credits.jpg|thumb|The game credits]] [[image:Lfslogoold.gif|thumb|The original LFS logo by Nicolas Grignon]] === 開発チーム === '''[[User:Scawen|Scawen Roberts]]''': programmer<br> '''Eric Bailey''': artist <br> '''[[User:Victor|Victor van Vlaardingen]]''': musician and webmaster === Early Contributors === '''Dickon Roberts, Alex Evans, Mark Healey''' === Special Thanks === '''Nuno Maia''': interface design / artwork / skies<br> '''[[User:GP4Flo|Florian Jesse]]''': training lessons<br> '''David Seward''': http://www.liveforspeed.net art and design<br> '''[[User:ORION|Frank Naggies]]''': http://www.lfsworld.net art and design<br> '''[[User:Don|Ondřej Zeman]]''': additional skies<br> '''Nicolas Grignon''': original logo design<br> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 car - http://www.fsae.mcgill.ca<br> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RA car - http://www.raceabout.fi<br> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber === ベータ テスター === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [[User:GP4Flo|Florian Jesse]], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, Rich Johnston, [[User:Don|Ondřej Zeman]], George Crocket, David Seward, Philip Kempermann, Rudi Reinkort, Bahaa Helwani, Simo Luukka, Lino Carreira, Sebastien Tixier, Joachim Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann''' === 翻訳 === '''Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Željko Stjepanović, Rafał Ziarnik, Mikołaj Liberski, Ιδομενέας Μητσοτάκης, Florian Jesse, Lennart Vocke, Gaylord Roger, Bruno Chabanas, Torfinn Dahl, Viðar Gunnarsson, [[User:illegal|Niels De Loor]], Arsen Torbarina, Sune Nielsen, Nuno Maia, Joaquim Hilari Horts, Beñat Gonzalez, Renato Carta, Robert Kotlaba, Honza Kramar, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Can Bayçay, Kemal Hadimli, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Vagner Nishimoto, Дмитрий Лебедев, [[User:avellis|Αλέξανδρος Βέλλης]], Rastislav Šišolák''' === Music Player === Ogg Vorbis © 2001 Xiphophorus <!-- links to other languages --> [[en:Credits]] [[de:Impressum]] eea6f72f532811a4e0480a77a78aa6a532800f54 用語集 0 1426 1603 2006-12-22T13:45:09Z yamakawa 3 wikitext text/x-wiki © [http://sponsoring.allianz.com/en/formula1/index.html Allianz Media Center] == A == '''ABS (Anti-Lock Braking System)''' This electronic system prevents the wheels from locking when the brakes are applied forcefully. Using sensors, a control unit determines if the wheels are starting to lock and brake pressure is then reduced. '''Aerodynamics''' The study of the interaction of air with solid bodies moving through it. The basic rule when designing racing cars is simply to create as much downforce and as little air resistance as possible. '''Angle of attack''' Determines the angle at which a racing car’s wings are fixed during set-up – the larger the angle the greater the downforce. '''Apex''' The point at which the ideal racing line touches the inner radius of a corner. '''Aquaplaning''' Aquaplaning is what happens when there is more water between the tyres and the road than can be displaced by the tyre tread. The car ‘floats’ and consequently cannot be controlled by the driver. '''Autoclave''' A pressure vessel in which vacuum-packed composite components are cured at a precise temperature and pressure. This procedure lends the composite components their high strength while maintaining low weight. '''Auxiliary driving features''' Traction control, automatic transmission or launch control are examples of auxiliary driving features. == B == '''Balaclava''' Fireproof face mask made of Nomex, a flameretardant synthetic fibre. It is worn under the helmet. '''Black box''' Module for vehicle control that controls and records all electronic processes in Grand Prix cars. After an accident, the black box is used to identify the possible causes and thus contribute to ongoing improvements in safety. The box is installed in such a way that it is always readily accessible without the necessity to remove other components of the car. '''Blistering''' Formation of blisters on the tyres, caused by excessive use. The negative consequence is reduction in grip. '''Brake balance''' To gain a better balance when braking, the driver can adjust the brake-force distribution between the front and the rear axle even during the race. '''Brake discs''' When braking, the discs of a Grand Prix carheat up to as much as 600 degrees Celsius within a single second. '''Brakes''' Cooling fluids, ABS and power-assisted braking are not allowed in most racing classes. Full braking will bring a Grand Prix car from 200 to 0 km/h within 55 metres, all within 1.9 seconds. Deceleration forces achieve up to 5 G – the driver has to endure five times his own weight. '''Briefing''' At the meeting with the drivers and representatives from their teams convened by the race director before every grand prix, the discussions focus on current issues such as special features of the respective track or changes to the rules or weekend format. At the team briefings, the team managers, engineers and drivers set out the strategies for each day of the grand prix weekend. The subsequent review of the race day by this group, which forms the basis for future strategies and technical enhancements, is called the debriefing. == C == '''CAD''' Abbreviation for Computer Aided Design. This involves intelligent computer programmes which provide efficiency and speed and make the designers’ work much easier. Drawing boards have long been a thing of the past in modern racing factories. '''Carbon fibres''' A construction material for racing cars. The monocoque, for example, is made of epoxy resin reinforced with carbon fibre. These materials, when laminated together, give great rigidity and strength, but are very lightweight. '''Centrifugal force''' Also known as G-force. Describes the acceleration of gravity and, in racing terminology, the force that presses a car outwards in a corner. The unit of measurement is the G (1 G being the equivalent of 9.81 metres per second squared). As per definition, centrifugal force only affects driver and vehicle in corners, but similar strains occur during acceleration and braking. '''CFD''' Stands for Computational Fluid Dynamics. CFD makes the airflows surrounding the vehicle visible on the computer, and at the same time shows the effects of individual vehicle parts on each other and on the aerodynamics. So the engineers can simulate these effects without even having to build the parts first. That saves time and money. '''CFRP''' This generic term (carbon-fibre reinforced plastic) covers composite materials such as carbon and Kevlar which, when combined with epoxy resins, provide high rigidity and strength and an extremely low weight. Many parts are produced from these materials, e.g. the monocoque. '''Chassis''' The central part of a formula car, with the main component being the monocoque. All the other components are connected to the strong, lightweight monocoque. It is made from carbon fibre and epoxy polymer forming a composite material. These are bonded to aluminium and Nomex honeycombs to form a sandwich panel shell structure. The moulding and binding process takes place within an autoclave at high levels of pressure and heat. '''Chicanes''' Tight corners that race organisers use to break up long, straight stretches of a circuit for safety reasons. Chicanes force drivers to reduce their speed. '''Cockpit''' This is the driver’s workplace. For safety reasons, no fuel, oil or water lines may pass through the cockpit. '''Contact pressure''' Describes the force with which the car is pressed on to the track by its aerodynamic parts, such as the front and rear wings. The contact pressure has a considerable effect on the top and cornering speeds. '''Crash barrier''' Safety measure at track locations where there is no space for run-off zones. '''Cylinder''' Component in the engine where the power is generated. The upward and downward movement of the piston and the combustion of the fuel-air mixture takes place in the cylinder. == D == '''Differential''' A differential that is connected between the drive wheels to compensate the speed differences between the outer and inner wheels when cornering. '''Diffuser''' Air outlet at the rear of the car’s underbody that has a strong influence on the aerodynamic properties. Rising to the rear, the tail ensures a controlled airstream on the underbody which generates low pressure under the car and supplies the downforce critical to fast cornering. '''Downforce''' Downforce is what presses racing cars down onto the ground. It is generated by low-pressure conditions under the body of the car as well as by the angle of attack of the front and rear wings, and enhances the grip. Especially on slower circuits, this effect permits higher cornering speeds. == E == '''ECU''' Abbreviation for Electronic Control Unit. The control unit that controls and records all the electronic processes in a racing car is located in the Black Box. '''Electric blanket''' The tyres require an operational temperature of around 100 degrees Celsius to achieve optimal effectiveness. To arrive at this temperature quickly, special blankets pre-heat the wheels to between 60 and 80 degrees Celsius. Cold tyres do not develop enough grip. If they are too hot, they wear out quickly. '''End-plate''' Vertical border area on the wing that helps to streamline a car’s aerodynamics. == F == '''Fading''' Technical term for the gradual loss of the brake effect after relatively long, heavy use. Occurs less with the modern carbon brakes than in conventional steel-disc brakes. '''Fire extinguisher''' Every racing car must have a fire extinguisher. It must be operable both by the driver and from outside the car. '''Four-wheel drive''' No more than two-wheel drive is permitted in formula racing. '''Free practice''' During these practice sessions before a race, the lap times are recorded, but they have no influence on the starting order or the result. The teams use them as an opportunity to set their cars up for the respective track and to choose the right tyres. The number of laps is unlimited. '''Front wing''' Creates downward pressure on the front area of the racing car and is thus an important part of the aerodynamics. The drivers make adjustments to the front wing during set-up, mainly modifying the angle of the surface or the breakaway line. '''Fuel''' Super unleaded fuel is used in most racing classes which conforms to the strictest EU exhaust standards. == G == '''Gear''' A gear is a transmission step with a certain speed or reduction ratio. Automatic or continuous transmissions are prohibited in most racing classes. A reverse gear is mandatory (except for Formula Student cars). The number of gears can vary from four to seven. '''Gloves''' Like the racing overalls, these are made of Nomex, a fire-resistant material. The closefitting gloves with suede leather palms provide the necessary sensitivity for steering. '''Graining''' Due to excessive use, tyres show signs of corrosion and the rubber compound begins to disintegrate. This is referred to as graining. The negative consequence: reduction in grip. '''Gravel trap''' Secure run-off zone at a racing circuit which quickly slows down cars that have gone off the track. '''Grip''' The magic word for racing drivers and engineers. It describes how well the car adheres to the ground and how this affects cornering speeds. High grip means high cornering speeds. Main factors of grip are the aerodynamics, the downforce created by the vehicle and the tyres’ properties. Without grip, a vehicle will begin to slide or skid. '''Ground clearance''' The distance between the underbody and the surface of the track. '''Ground effect''' The contact force generated by an aerodynamically shaped underbody. '''Gurney''' L-shaped counterflap on the trailing edge of a car’s wing. == H == '''Hairpin''' Narrow 180-degree bend. The most famous hairpin is the former Loews hairpin in Monaco, which is now known as the Grand Hotel hairpin. '''Head and Neck Support (HANS)''' The Head and Neck Support system consists of a carbon shoulder corset that is connected to the safety belts and the driver’s helmet. In case of an accident, HANS is intended to prevent a stretching of the vertebrae. Additionally, it prevents the driver’s head from hitting the steering wheel. '''Head support''' The removable padding on the inside of the cockpit. The cockpit is fitted with removable padding around the driver’s head, designed to absorb any potential impact. '''Helmet''' The helmet is made of carbon, polyethylene and Kevlar and weighs approximately 1,300 grams. Helmets are subjected to extreme deformation and fragmentation tests. == I == '''Intermediate''' A tyre with features somewhere between those of dry and wet-weather tyres. The intermediate has more tread than dry-weather and less tread than wet-weather models. It is used for mixed weather or light rain. == J == '''Jump start'''Also called a false start, committed by drivers whose cars start moving before all the lights on the starting grid have gone out. This is determined by sensors on the starting lines. == K == '''Kerbs''' Raised kerbstones lining corners or chicanes on racing tracks. The kerbs provide additional safety as the drivers must reduce their speed when driving over them. '''Kevlar''' Highly durable artificial fibre used in the covering of the headrest. Combined to form a composite with epoxy resin, it has high strength, but is very lightweight. == L == '''Launch control''' An electronic programme that performs a fully automated start, prohibited in most racing classes. '''Lollipop''' The signal pole with a sign saying ‘Go’ on one side and ‘Brake’ on the other. During a pit stop, a mechanic posted in front of the car uses the sign to show the driver when he should apply the brake and when he should shift gear and drive off. == M == '''Marshals''' Officials posted along the side of the track. They wave the flag signals and secure any possible accident sites; they also rescue any cars that have broken down. '''Monocoque''' The formula drivers’ life insurance. French for single shell. A safety cell made of carbon-fibre composite which forms a protective shell around the driver. It is surrounded by deformable structures which absorb energy in an accident. == N == '''NACA''' Slit-shaped air inlet on the surface of the body for better cooling. '''Nomex''' Artificial fibre which undergoes thermal testing in the laboratory. It is subjected to an open flame with a temperature of 300 to 400 degrees Celsius that acts on the material from a distance of three centimetres – only if it fails to ignite within 10 seconds can it be used for racing overalls. The drivers’ and pit crews’ underwear, hoods, socks and gloves are also made of Nomex. '''Nose''' Front part of a formula car, subjected to various crash tests for safety reasons. The nose also functions as a protruding crash structure protecting the monocoque. == O == '''On-board camera''' A mini TV camera on board the racing car. '''Overall''' Protective suit with elastic cuffs on wrists and ankles made of two to four layers of Nomex for drivers and pit crews. A completed multi-layered overall undergoes 15 washings as well as a further 15 dry-cleaning processes before it is finally tested. It is subjected to a temperature of 600 to 800 degrees Celsius. The critical level of 41 degrees Celsius may not be exceeded inside the overall for at least 11 seconds. '''Overbraking''' If a driver hits the brakes so hard that the wheels lock up, this is referred to as overbraking. Locked up front wheels make steering virtually impossible. Additionally, this greatly wears out the tyres. If this also creates an unbalance, it is referred to as a braking puncture. '''Oversteering''' When oversteering, a car’s tail end is pushed out of a corner via the rear wheels and the tail end is in danger of breaking away. In order to get through the corner, the driver must decrease his steering angle or, in the case of extreme oversteering, even steer in the opposite direction. == P == '''Petrol''' Only super unleaded petrol is used in most racing classes. It corresponds to a large extent to the 98-octane fuel available at the local petrol station. '''Pit lane''' The pit lane is located directly in front of the pits. This is where pit stops take place during the race. '''Pit stop/refuelling''' During a regular pit stop in a race, a team of mechanics replaces the tyres and/or refuels the car. For refuelling, the mechanics must wear helmets and flameresistant suits made of Nomex. Standardised tank connections and well-designed inlet valves are meant to prevent the release of flammable fuel vapours. '''Pole position''' First place in the starting order for the race, which is given to the fastest driver in qualifying. '''Pull-rod''' Part of the chassis: suspension assembly with tie bars. '''Push-rod''' Part of the chassis: suspension assembly with compression struts. == Q == '''Qualifying''' The starting order for the race is determined during qualifying. The driver with the fastest lap time qualifies for the best starting place: pole position. == R == '''Racing line''' Also known as the ideal line, the racing line is the imaginary line on which the circuit can be driven in the fastest possible time. Due to the rubber build-up, this is also usually where the grip is best. '''Rear light''' Decreases the risk of pile-ups. When using wet-weather tyres, the rear light must always be switched on. '''Rear wing''' Also known as rear wing assembly. Creates downward pressure mainly upon the rear axle. The rear wing is adapted to the conditions of the tracks (the steeper it is, the more downforce is created). The settings and angles of the surfaces can be additionally modified. These modifications are part of the set-up. '''Refilling''' Only fuel, nitrogen (for the tyres) and compressed air may be refilled during the race. '''Re-start''' The new start of a race. Happens a lot on public servers. '''Roll-out''' The first test drive of a new racing car, usually at a private test. '''Roll-over bar''' If a car rolls over in an accident, the rollover bar, a curved structure above the driver’s head made of metal or composite materials, is intended to provide the driver with better injury protection. '''Rubber build-up''' Due to the slow erosion of tyre surfaces. When tyres are driven on asphalt, the surface rubs off and leaves behind a layer of rubber on the road, which accumulates over the course of the racing weekend and progressively enhances grip. This erosion is influenced both by the vehicle set-up and the abrasive properties of the asphalt. '''Run-off zone''' Run-off zones are mainly created in fast corners. If a car goes off the circuit, it should slow down as quickly as possible without rolling over. This is the reason why the gravel traps have to be as wide as possible. Gravel reduces speed and thus reduces the force with which the car hits the tyre barriers. The alternative: asphalt run-off zones on which the driver retains more control over the car. == S == '''Safety belt''' The safety belt used in racing is also known as a six-point harness and can be opened with a single hand movement. '''Safety car''' The car that drives out in front of racing cars during the formation lap. '''Scallops''' Small fins that are attached to the car body to improve aerodynamics. '''Set-up''' General vehicle tuning for all the adjustable mechanical and aerodynamic parts (wheel suspension, wings, etc.). Specifically, the term describes the various possibilities for adapting a racing car to the conditions of a particular circuit. Included are, among other things, modification to the tyres, suspension, wings and engine and transmission settings. '''Shake-down''' The final test drive of a newly set-up car before the team departs to a grand prix. '''Skid block''' A plate made of plastic or wood fitted to the underbody of a racing car. It is intended to prevent a strong suction effect, limiting excessively high speeds, especially in the corners, for safety reasons. It also acts as protection for the underbody. '''Slicks''' These tyres have higher grip provided by a larger tyre surface area. '''Slipstream''' Low-pressure area behind a racing car created by air currents. Driving in the slipstream can provide a boost to a car’s speed, making it the ideal position for a pursuing vehicle to start an overtaking manoeuvre. '''Speed limiter''' The cruise control feature used in pit lanes. It is activated by pressing a button on the steering wheel. Speed is then reduced down to the limit for the pit lane. '''Stabilizers''' Rotary or torsion bars, which connect the right and left wheel suspensions elastically to each other. The so-called ‘roll bars’ help to reduce the rolling movement of the chassis along the longitudinal axis and so provide more precise handling during load shifts. '''Starting line-up''' Each row of the starting line-up has two race cars, one slightly in front, with a distance of eight metres to the next row. '''Starting number''' All cars taking part in leagues have to be fitted with the starting number of the respective driver. '''Steering wheel''' The control centre of the racing car. This is where all the important controls, signal lamps and displays are located. The appearance and the arrangement are adjusted to suit the individual driver. '''Suspension''' Several years ago, the wheel suspension was the Achilles’ heel of a racing car, but the use of composite materials has since made it extremely robust. == T == '''Tank''' The fuel tank is a fibre-reinforced hull that must yield flexibly when deformed. '''Telemetry''' A system allowing a large quantity of data, e.g. concerning chassis and engine, to be recorded in the car and transmitted to the pits. There, the data is analysed so as to determine any faults (a loss of brake fluid or a slow puncture, for example) at an early stage and to be able to improve the car’s set-up. '''Time penalty''' This is a penalty during the race for drivers who have violated regulations. Entering and leaving the pit lane cost the penalised driver valuable time. '''Torque''' Generated in the engine by the combustion pressure acting on the crankshaft via the pistons and the connecting rods. The maximum torque is a benchmark for the power and useability of the engine and the acceleration capacity of a racing car. '''Traction''' This term describes the ability of a race car to apply its engine’s power to the track. '''Traction control''' An electronic system, also called anti-slip control. It uses sensors to detect whether the wheels are spinning and then automatically reduces the engine power. This guarantees ideal acceleration, especially at the start, when leaving a corner and on wet tracks. '''Tyre stack''' Part of a racetrack’s mandatory equipment. The tyre barriers consist of two to six rows of conventional car tyres bolted together and wrapped with rubber belting. This provides the best absorption of impact energy. == U == '''Underbody''' The aerodynamically shaped lower surface of a racing car creates an airflow, which in turn generates a vacuum under the car which provides better grip. '''Understeering''' When understeering, a car is pushed out of a corner via the front wheels. To get through the corner, the driver must increase his steering angle. '''Underwear''' Under the racing overall, drivers wear a Tshirt, boxers, socks and a balaclava. All the underwear is made of fire-resistant Nomex material. == V == '''Valves''' The task of the engine-controlled valves is to open or close the inlet and outlet ducts at the right moment and so to allow the gases into or out of the combustion chamber. Each valve consists of a stem and a disc. == W == '''Warm-up''' Practice and system testing on the morning of race day. '''Wet-weather tyres''' In wet weather, cars use special tyres that are better able to displace water from the track and optimise grip. '''Wind tunnel''' Aerodynamic studies are carried out in the wind tunnel. Using various flow speeds, the engineers can simulate various car speeds and can test the effects of new vehicle parts or the aerodynamic behaviour of the entire car in various racing situations. '''Winglet''' Additional wing located on the car body just in front of the rear wheel. '''Wings''' Rigid and movable surfaces on the racing car intended to increase downforce. The wings serve to press the car downwards more firmly. The secret of wing adjustment lies in finding the best compromise between high speed on straights (low downforce) and optimal performance in corners (high downforce). '''Wishbones''' The components connecting the wheel suspension and the chassis. Wishbones are mounted at right angles to the vehicle’s longitudinal axis. These pivoting rods must be made of extremely strong materials. '''World champion''' In championships, the points won in all the races are added up. If several drivers have the same points total, the title is determined by the final positions they achieved: the number of first places, followed by the number of second places, etc. In the manufacturers’ division, the points that both of the team’s drivers earn each race are added up. == Y == '''Yellow''' Short for yellow flag, the flag used by the marshals to signify hazardous situations to the drivers. <!-- links to other languages --> [[en:Glossary]] [[de:Glossar]] de3d24d7eeab492f8ec0eac464e23e5da8d018b0 スキン作成 チュートリアル 0 1422 1604 1594 2006-12-22T13:51:09Z yamakawa 3 wikitext text/x-wiki == スキンの使用方法 == ''By XCNuse'' [[image:newskin1me9.jpg|none]] 1. 『New』ボタンをクリックして新しい名前を作成。 [[image:newskin2jc2.jpg||none]] 2. 『Colour』の項目でホイールの色とスキンを選択。 [[image:newskin3cn1.jpg||none]] 3. リストからスキンを選択 (もし表示されない場合は、data/skins フォルダーを確認してください) [[image:newskin4pq0.jpg||none]] 4. あなたが選んだスキンの名前が表示されているはずです。これでもうあなたはこのスキンで走れます。 '''Demoユーザー'''<br> LFS Worldからスキンを自動的にダウンロードする機能はS2ライセンスを持っているユーザーだけが使用できます。<br> もしあなたのスキンを他のユーザーに見えるようにするには、手動で相手の data/skins_x フォルダーに自分のスキンのファイルを入れてもらいましょう。 '''S2 ライセンスのユーザー'''<br> LFS Worldにログインして『My online car-skins』をダブルクリックし、あなたのスキンをアップロードしてください。 最後に、他のユーザーが作ったスキンを無断で編集することは失礼です。 == スキンの作り方 == ''By Master Skinnerz'' === はじめに === * LFSの車はテクスチャー(画像)で「包まれた」3Dモデルです。テクスチャーの形式はJPGファイルです。この画像フォーマットはインターネット上で使用するために開発されていて非常に一般的です。 *ほとんどのグラフィックソフトは、JPGフォーマットをサポートしているので、誰でも簡単に編集することが出来ます。さらにファイルサイズを圧縮できるのでハードウェアへの負荷を減らしてパフォーマンスを向上させることが出来ます。 */data/skinsフォルダーに真っ白な「○○○_DEFAULT.JPG」が入っているので、それをベースにグラフィックソフトなどで編集してください。 *保存する時は名前の先頭に、3文字の車種名と「_」(アンダーバー:「Shift」+「ろ」)を'''必ず'''付けて下さい。<br> :例:XRT_名前(英数字).jpg<br> そうしないとLFSとLFS Worldからきちんと認識されません。 === 基本方法 === # JPGファイルが使用できるグラフィックソフトを起動。 # /data/skinsフォルダーからdefaultスキンを読み込む。 # 使用しているソフトの機能を使って好きなようにカラーリングをデザインします。スポンサーロゴ、ゼッケン番号、あなたの国旗などを貼り付けたりしましょう。あなたの理想の品質になるまで妥協しないでください。 # 完成したらJPG形式で保存しましょう。3文字の車種記号とアンダーラインを先頭につけてるのを忘れずに。XFG_HONDAのような一般的な名前はすでに使用されている場合があるので、よりユニークな名前にしてください。 これであなたの最初のスキンを作りました!私はあなたがより多くの時間と努力でを作成することを望みます。 == LFS Worldへのアップロード方法 == * あなたのユーザーネームとパスワードを使って [http://www.lfsworld.net LFS World]へログインしてください。 * "My online car-skins"をダブルクリック * Click browse * "選択"ボタンを押して、スキンのファイルを選択 (1024 x 1024以内) * Upload skinをクリック == 内装インテリア/トラック背景などの編集 == data/ddsフォルダにトラックの背景、内装などのテクスチャデータが入っています。 ファイル形式はDDSフォーマットを使用しています。これはゲームで使用する最も一般的なフォーマットです。 しかしDDS形式は一部のグラフィックソフトでしか読み込み/保存が出来ません。 そこで一度「DDS Converter」のような変換ソフトでBMP・JPG・TGAなどの形式に変換すると、DDS形式に対応していないソフトでも編集が可能になります。 完成したファイルをDDS形式にもどすことでカスタマイズが可能です。 == 一般的なグラフィックソフトのリンク == 商用ソフト [http://www.zdnet.de/downloads/programs/s/l/de0DSL-wc.html Corel (Jasc) Paint Shop Pro] [http://www.adobe.com/products/photoshop/ Adobe Photoshop] [http://www.adobe.com/products/fireworks/ Adobe Fireworks] [http://www.cameleon-labs.com/ ObjectPainter] [http://www.xara.com/ Xara Xtreme] フリーソフト [http://www.getpaint.net/index.html Paint.net] [http://www.gimp.org/ The GIMP] [http://www.inkscape.org/ Inkscape] [http://www.snapfiles.com/get/photofiltre.html PhotoFiltre] {{Guides}} <!-- links to other languages --> [[en:Skin Tutorial]] [[de:Skin Tutorial]] c7828c86ba76dfc9621684901fcc50fcddac62f0 メインページ 0 1 1605 1600 2006-12-24T03:07:34Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version V)] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン:現在ありません)] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] ---- '''Version V の主な変更点''' *エンジン音とその他の音の改良。ギヤ鳴り音などの追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *Windows Vistaをサポート *スピードメーターをドライブシャフトから計算することでリアルに *サウンドを挙動計算と同じ解像度100 Hzで再生。 *リプレイ時のサウンド再生の改善(スロー速度時のサウンド再生の補正など) *新しいセーブ/ロード・ダイヤログ *新スクリプトシステム *ファイル拡張子の関連づけ(SPR / MPR / SET / LYT ファイル) *フォースフィードバック解像度のデフォルトが「128」から「256」に *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェック機能(OOS)の改良でよりスムーズに [[詳細はこちら]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] f6cacbb9a89587c7bb702e14baaa09d7675f7abb 1606 1605 2006-12-24T03:09:10Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン:Version V)] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン:現在ありません)] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version V の主な変更点''' *エンジン音とその他の音の改良。ギヤ鳴り音などの追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *Windows Vistaをサポート *スピードメーターをドライブシャフトから計算することでリアルに *サウンドを挙動計算と同じ解像度100 Hzで再生。 *リプレイ時のサウンド再生の改善(スロー速度時のサウンド再生の補正など) *新しいセーブ/ロード・ダイヤログ *新スクリプトシステム *ファイル拡張子の関連づけ(SPR / MPR / SET / LYT ファイル) *フォースフィードバック解像度のデフォルトが「128」から「256」に *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェック機能(OOS)の改良でよりスムーズに [[詳細はこちら]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 3f14630d4c93f15003649280f85a5f910f0a2a13 1608 1606 2006-12-24T03:19:07Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version V''')] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン: '''現在ありません''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version V の主な変更点''' *エンジン音とその他の音の改良。ギヤ鳴り音などの追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *Windows Vistaをサポート *スピードメーターをドライブシャフトから計算することでリアルに *サウンドを挙動計算と同じ解像度100 Hzで再生。 *リプレイ時のサウンド再生の改善(スロー速度時のサウンド再生の補正など) *新しいセーブ/ロード・ダイヤログ *新スクリプトシステム *ファイル拡張子の関連づけ(SPR / MPR / SET / LYT ファイル) *フォースフィードバック解像度のデフォルトが「128」から「256」に *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェック機能(OOS)の改良でよりスムーズに [[詳細はこちら]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 9db5682692860612a4f2e77509e4b13f8bc22bda 1624 1608 2007-03-03T16:56:56Z takaryo 5 /* ダウンロード */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version V''')] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン: '''Version V2''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version V の主な変更点''' *エンジン音とその他の音の改良。ギヤ鳴り音などの追加。 *自動アップデート機能(アップデートのお知らせ・ダウンロード・パッチのインストール) *Windows Vistaをサポート *スピードメーターをドライブシャフトから計算することでリアルに *サウンドを挙動計算と同じ解像度100 Hzで再生。 *リプレイ時のサウンド再生の改善(スロー速度時のサウンド再生の補正など) *新しいセーブ/ロード・ダイヤログ *新スクリプトシステム *ファイル拡張子の関連づけ(SPR / MPR / SET / LYT ファイル) *フォースフィードバック解像度のデフォルトが「128」から「256」に *テキスト入力ボックスを縮小(視界の妨げにならないように) *マルチプレーヤー同期チェック機能(OOS)の改良でよりスムーズに [[詳細はこちら]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 5d5cdf8bbc8d1f9950605322fa156e0718d226b1 1645 1624 2007-04-01T03:32:27Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン: '''現在ありません''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version W の主な改良点''' '''サウンド''' DaveWS氏制作のカーサウンドがデフォルトに採用されました。 サウンドエディターを使用する前にedit_engと入力する必要がなくなりました。 TVカメラとSHIFT+Uモードで、風きり音/スキッドのボリュームブーストがなくなりました。 風きり音/スキッド音のボリュームが、33%大きくなりました。 '''グラフィック''' 計器類、スモールマップの改善。周回遅れの車はグレー表示になりました。 ミラー内の表示が高解像度イメージになりました。 ユーザーLODのデフォルトが0.8に。 2D描画処理がわずかに効率的になりました。 オプション『Wider screen increases LOD』と『All scenery at maximum LOD』の廃止。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e25df183c6e2d447a8ac2478ae5e085c4691e708 1646 1645 2007-04-01T03:35:22Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン: '''現在ありません''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version W の主な改良点''' '''サウンド''' DaveWS氏制作のカーサウンドがデフォルトに採用されました。 サウンドエディターを使用する前にedit_engと入力する必要がなくなりました。 TVカメラとSHIFT+Uモードで、風きり音/スキッドのボリュームブーストがなくなりました。 風きり音/スキッド音のボリュームが、33%大きくなりました。 <br> '''グラフィック''' 計器類、スモールマップの改善。周回遅れの車はグレー表示になりました。 ミラー内の表示が高解像度イメージになりました。 ユーザーLODのデフォルトが0.8に。 2D描画処理がわずかに効率的になりました。 オプション『Wider screen increases LOD』と『All scenery at maximum LOD』の廃止。 他 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 9388e04e2e546bd9a562c082f092b50924402669 詳細はこちら 0 1427 1607 2006-12-24T03:16:57Z yamakawa 3 wikitext text/x-wiki '''サウンド関係 :''' エンジン音とその他の音の改良。ギヤ鳴り音などの追加<BR> リプレイ速度0.5と0.25時の低速度サウンド再生の補正<BR> スキッド音/衝突音の音量レベルの補正<BR> サウンドを挙動計算と同じ解像度100 Hzで再生<BR> 遠距離からのエンジン音の再生<BR> 風きり音のボリューム補正<BR> '''マルチプレーヤー関係 :''' マルチプレーヤー同期チェック機能の改良 (OOS)<BR> Spectate中に「SHIFT+S」で直接ガレージへ<BR> ガレージ画面で「spectate」と「join」ボタンを表示<BR> 車を未選択時に「join」ボタンを押すと自動的に車種選択画面を表示<BR> Can't join race / leave pits for 12 seconds after green light<BR> One extra car in high resolution physics (car in front at start)<BR> Discount immediate pit stops from the "must pit" rule (cheating)<BR> '''2D Display :''' Options - Misc で現在時刻とFPSの表示切替<BR> 『CTRL』+『SHIFT』同時押しで 現在時刻とFPSの簡易表示切替<BR> New path draw for game setup screen and in-game<BR> スピードメーターをドライブシャフトから計算することでリアルに<BR> チャットメッセージはFPS表示と重なりません<BR> 「5」「6」キーでFOV調整時、画面に数値を表示<BR> バーチャルスタートライトがデフォルトで右側に表示<BR> スモールマップを左右表示選択が可能<BR> メッセージ履歴は再スタートかSHIFT+Fで非表示<BR> "LEFT pit lane" と "ENTERED pit lane"の表示を削除<BR> SHIFT+Fでフラッグ/ポーズなどの画面中央表示を非表示に選択可能 (Option - misc)<BR> バーチャルミラーを選択時、リアルミラーは非表示に<BR> オプションに↑↓ボタンを追加<BR> ESCメニュー表示中、メッセージは非表示に<BR> '''インターフェイス :''' Easier to get to desired FOV using 5 and 6 zoom keys<BR> Text entry box is smaller and blocks driving view less<BR> Button control rate option now visible in wheel/js mode<BR> Improved instant gear shift mode selection function SHIFT+G<BR> New general purpose save and load dialogs with rename / delete<BR> List of games screen allows sorting hosts by clicking column title<BR> Improved replay selection screen, added delete, rename and info<BR> Keys Y/N (yes/no) now work on the replay skins download screen<BR> Option to switch off acceleration view shifts in custom views<BR> Mirror mode for driver and custom views (now in view options)<BR> Added "all" to clocks mode options (off, real, virtual, all)<BR> New track selection screen allows track browsing before load<BR> Graphics options changed around to be intuitive / consistent<BR> New graphics option : Draw sky (replaces screen clear type)<BR> Controls screen now shows the function assigned to a button<BR> Scroll bar added if more than 7 players in list of players<BR> Skip intro option is now very fast (avoids loading track)<BR> Skip intro option renamed to : Load track when starting<BR> FIX : Button opacity option affected the colour sliders<BR> Game setup screen : ENTER key - joins race / sets ready<BR> Game setup screen : now shows local and UTC (GMT) time<BR> Game setup screen : Can now use /spec(tate) X command<BR> Cleaner replay start - avoiding flashing entry screen<BR> Start New Game / Join Specific Game : Added ENTER key<BR> Misc Option : 12 hour or 24 hour format selectable<BR> Car picture can now select the car (not just text)<BR> Some improvements to graphics options and layout<BR> Close window button (X) does a quick clean exit<BR> New /exit command also does a quick clean exit<BR> Added ALT+F1 to F12 as programmable text keys<BR> Key ALT+F4 is programmed to /exit by default<BR> Added rename function for car setups<BR> FIX : LOD values were rounding to one decimal place<BR> FIX : Clutch pedal was not shown in controls setup screen<BR> FIX : Mip bias setting was wrongly affecting in-game text<BR> FIX : Clickable buttons in connection list at start of race<BR> FIX : Changes were lost when selecting in car / custom views<BR> FIX : Could not view user names in replay if MP mode was Demo<BR> FIX : Arrow keys work in wheel mode even if assigned to KB steer<BR> FIX : Messages were unblocked by sending any command to the host<BR> FIX : Black screen bug changing between full screen and windowed<BR> FIX : Move speed slider didn't work in high view if following car<BR> FIX : Channel screen brought up a background while in game<BR> '''ビュー :''' Improved position of road car internal mirrors<BR> Internal mirror offset limit increased to 400 mm<BR> Separate mirror offset for custom and internal views<BR> Single seater car shadows now visible in custom views<BR> Cameta roll function added to SHIFT+U free camera mode<BR> Custom view mode selection now separate for main and look<BR> Buttons in view options to set custom view to eye or centre<BR> BF1 / FO8 show virtual clocks if wheel draw is switched off<BR> Maximum value reached marker added to virtual pedals<BR> TV camera, CTRL + arrow keys change zoom and roll<BR> Draw driver / wheel option added to custom views<BR> Custom views are now stored in data\views folder<BR> Custom view settings now separate for all cars<BR> FIX : Excessive acceleration view shift in fast cars<BR> FIX : Formula dash live settings now work in custom view<BR> FIX : Mirror option ALL did not show a mirror in wheels view<BR> '''コントローラー :''' Axis, button and key assignments stored in .con files<BR> Sequential shift automatically used for single seaters<BR> Separate shift help settings for sequential and shifter<BR> All steering wheels default to separate throttle / brake<BR> Non-wheel game controllers default to combined thr / brk<BR> Controls setup screen now shows the currently pressed buttons<BR> Wheel turn minimum reduced to 90 degrees (for sticks / pads)<BR> CTRL+F1 to F12 text keys are all now assignable to buttons<BR> Car's steering wheel turns now shown in steering settings<BR> NOTE about H-pattern shifters : A new support system for H-pattern shifters automatically uses the shifter for cars with an H-pattern shifter, and your sequential gears for single seater cars. If you have a shifter, just set the user option to "shifter". For convenience, there are two separate versions of these settings : AutoClutch, GCCut, GCBlip. That's because a lot of people may wish to use auto clutch with their paddle shift and manual clutch with their shifter. NOTE about changing controls : There is a new script system you can read about below. When you select a car with a road / sequential or paddle shifter, LFS will run the file data\script\road.lfs (etc). Some people may wish to use the /button command in their scripts, to assign unused buttons. For example when you drive a formula car, you have a spare horn button and you might want to use that for the pit speed limiter. '''新しいLFSスクリプトシステム :''' - Place text file of commands xxx.lfs in script folder<BR> - Then script xxx.lfs can be run by typing /run xxx<BR> - Note : CAR.lfs is run when you select CAR e.g. XFG, BF1<BR> - Note : autoexec.lfs is run when LFS reaches entry screen<BR> New text commands added (see Commands.txt in docs folder) : /fov [degrees] - field of view<BR> /ff [0-200] - force feedback strength<BR> /axis [axis] [function] - e.g. /axis 2 throttle<BR> /invert [0/1] [function] - e.g. /invert 1 brake<BR> /button [button] [function] - e.g. /button 5 shift_up<BR> /key [key] [function] - e.g. /key Q handbrake<BR> /head_tilt [degrees] - 1g head tilt<BR> /lateral_shift [m] - 1g lateral shift<BR> /forward_shift [m] - 1g forward shift<BR> /vertical_shift [m] - 1g vertical shift<BR> /say [message] - same as typing a chat message<BR> /echo [text] - show text only on local screen<BR> /spec [name] - same as spectate [name]<BR> /ctrlf [num] [text] - change text e.g. /ctrlf 1 hello<BR> /altf [num] [text] - change text e.g. /altf 1 /view=driver<BR> /wheel_turn [degrees] - specify turn angle of controller<BR> /press [key] - simulate key press<BR> /ctrl [key] - ctrl + key<BR> /shift [key] - shift + key<BR> /alt [key] - alt + key<BR> /autoclutch [0-1] - turn autoclutch off / on<BR> /gccut [0-1] - throttle cut on upshift<BR> /gcblip [0-1] - throttle blip on downshift<BR> /axlaps [num] - set autocross number of laps<BR> /view [fol/heli/cam/driver/custom] - select view<BR> IN A SCRIPT : //comment - this line is ignored<BR> IN CHAT BOX : //xxx - short for /run xxx<BR> /hrun X : admin can run script X on host<BR> /exec E C : run program E with command line C<BR> /shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)<BR> /hidetext [no/yes] - hide text (like SHIFT+F)<BR> Windows Vista Support :<BR> Sound now works correctly in Windows Vista<BR> Unlocking is now possible in Windows Vista<BR> '''その他 :''' Added file docs\Commands.txt - listing ALL commands<BR> Updated... docs\Autocross.txt - for new functions<BR> Option : minimum time between gearshifts (debounce)<BR> S1 users can now use the automatic skin download system<BR> Automatic update system gives info, downloads, installs patch<BR> FF Steps now defaults to 256 (this gives higher resolution FF)<BR> Layouts do not set the number of laps unless a start pos exists<BR> S2 users can see and join S1 hosts in List of Games screen<BR> When first run, LFS defaults to desktop screen resolution<BR> Restricted areas and route checkers added to autocross<BR> Welcome / Tracks filename length increased to 31 chars<BR> New car data output files (press letter O in garage)<BR> Gearshift debounced (can't shift twice within 50 ms)<BR> InSim : MCI packets are now available in arenas<BR> InSim : IS_RES qualify packets sent even if not in table<BR> FIX : Outguage reported remote cars fuel load<BR> FIX : Driver's body optimisation was too sensitive<BR> FIX : Selecting drag strip often resulted in 3 lap race<BR> FIX : OutGauge now works on remote cars / MPR / external<BR> FIX : Reverse driving in hotlapping mode now invalidates HLVC<BR> FIX : Starting LFS with /join command needlessly loaded last track<BR> FIX : Corrected positions of translator names on credits screen<BR> FIX : A few wrong vertices on driver necks and marshall helmet<BR> FIX : Mirrors and clocks sometimes corrupted after minimising<BR> FIX : Small map sometimes went off screen or overlapped text<BR> FIX : Unlock was lost after hibernation on some computers<BR> FIX : CTRL+F keys did not work during replays<BR> '''ファイル拡張子の関連づけ :''' SPR / MPR / SET / LYT files can now be opened directly<BR> In Windows, right click and set them to open with LFS<BR> Double clicking a SET or LYT file copies it to its folder<BR> Double clicking a SPR or MPR file copies and runs the replay<BR> 56af3aef932ef58219415919026be0947a6b9f7d 1613 1607 2007-01-22T06:40:06Z takaryo 5 wikitext text/x-wiki '''サウンド関係 :''' エンジン音とその他の音の改良。ギヤ鳴り音などの追加<BR> リプレイ速度0.5と0.25時の低速度サウンド再生の補正<BR> スキッド音/衝突音の音量レベルの補正<BR> サウンドを挙動計算と同じ解像度100 Hzで再生<BR> 遠距離からのエンジン音の再生<BR> 風きり音のボリューム補正<BR> '''マルチプレーヤー関係 :''' マルチプレーヤー同期チェック機能の改良 (OOS)<BR> Spectate中に「SHIFT+S」で直接ガレージへ<BR> ガレージ画面で「spectate」と「join」ボタンを表示<BR> 車を未選択時に「join」ボタンを押すと自動的に車種選択画面を表示<BR> レーススタート後一定時間(12秒間)のレース参加及びピットアウトはできません<BR> One extra car in high resolution physics (car in front at start)<BR> Discount immediate pit stops from the "must pit" rule (cheating)<BR> '''2D Display :''' Options - Misc で現在時刻とFPSの表示切替<BR> 『CTRL』+『SHIFT』同時押しで 現在時刻とFPSの簡易表示切替<BR> New path draw for game setup screen and in-game<BR> スピードメーターをドライブシャフトから計算することでリアルに<BR> チャットメッセージはFPS表示と重なりません<BR> 「5」「6」キーでFOV調整時、画面に数値を表示<BR> バーチャルスタートライトがデフォルトで右側に表示<BR> スモールマップを左右表示選択が可能<BR> メッセージ履歴は再スタートかSHIFT+Fで非表示<BR> "LEFT pit lane" と "ENTERED pit lane"の表示を削除<BR> SHIFT+Fでフラッグ/ポーズなどの画面中央表示を非表示に選択可能 (Option - misc)<BR> バーチャルミラーを選択時、リアルミラーは非表示に<BR> オプションに↑↓ボタンを追加<BR> ESCメニュー表示中、メッセージは非表示に<BR> '''インターフェイス :''' テンキー「5」と「6」でFOVの調整が簡単に<BR> チャットを打つ画面がより小さくなり、運転の邪魔にならないように<BR> Button control rate option now visible in wheel/js mode<BR> SHIFT+Gでギアシフトモード(auto,sequential,shifter)をすぐに変えれるように<BR> New general purpose save and load dialogs with rename / delete<BR> List of games screen allows sorting hosts by clicking column title<BR> Improved replay selection screen, added delete, rename and info<BR> Keys Y/N (yes/no) now work on the replay skins download screen<BR> Option to switch off acceleration view shifts in custom views<BR> Mirror mode for driver and custom views (now in view options)<BR> Added "all" to clocks mode options (off, real, virtual, all)<BR> New track selection screen allows track browsing before load<BR> Graphics options changed around to be intuitive / consistent<BR> New graphics option : Draw sky (replaces screen clear type)<BR> Controls screen now shows the function assigned to a button<BR> Scroll bar added if more than 7 players in list of players<BR> Skip intro option is now very fast (avoids loading track)<BR> Skip intro option renamed to : Load track when starting<BR> FIX : Button opacity option affected the colour sliders<BR> Game setup screen : ENTER key - joins race / sets ready<BR> Game setup screen : now shows local and UTC (GMT) time<BR> Game setup screen : Can now use /spec(tate) X command<BR> Cleaner replay start - avoiding flashing entry screen<BR> Start New Game / Join Specific Game : Added ENTER key<BR> Misc Option : 12 hour or 24 hour format selectable<BR> Car picture can now select the car (not just text)<BR> Some improvements to graphics options and layout<BR> Close window button (X) does a quick clean exit<BR> New /exit command also does a quick clean exit<BR> Added ALT+F1 to F12 as programmable text keys<BR> Key ALT+F4 is programmed to /exit by default<BR> Added rename function for car setups<BR> FIX : LOD values were rounding to one decimal place<BR> FIX : Clutch pedal was not shown in controls setup screen<BR> FIX : Mip bias setting was wrongly affecting in-game text<BR> FIX : Clickable buttons in connection list at start of race<BR> FIX : Changes were lost when selecting in car / custom views<BR> FIX : Could not view user names in replay if MP mode was Demo<BR> FIX : Arrow keys work in wheel mode even if assigned to KB steer<BR> FIX : Messages were unblocked by sending any command to the host<BR> FIX : Black screen bug changing between full screen and windowed<BR> FIX : Move speed slider didn't work in high view if following car<BR> FIX : Channel screen brought up a background while in game<BR> '''ビュー :''' Improved position of road car internal mirrors<BR> Internal mirror offset limit increased to 400 mm<BR> Separate mirror offset for custom and internal views<BR> Single seater car shadows now visible in custom views<BR> Cameta roll function added to SHIFT+U free camera mode<BR> Custom view mode selection now separate for main and look<BR> Buttons in view options to set custom view to eye or centre<BR> BF1 / FO8 show virtual clocks if wheel draw is switched off<BR> Maximum value reached marker added to virtual pedals<BR> TV camera, CTRL + arrow keys change zoom and roll<BR> Draw driver / wheel option added to custom views<BR> Custom views are now stored in data\views folder<BR> Custom view settings now separate for all cars<BR> FIX : Excessive acceleration view shift in fast cars<BR> FIX : Formula dash live settings now work in custom view<BR> FIX : Mirror option ALL did not show a mirror in wheels view<BR> '''コントローラー :''' Axis, button and key assignments stored in .con files<BR> Sequential shift automatically used for single seaters<BR> Separate shift help settings for sequential and shifter<BR> All steering wheels default to separate throttle / brake<BR> Non-wheel game controllers default to combined thr / brk<BR> Controls setup screen now shows the currently pressed buttons<BR> Wheel turn minimum reduced to 90 degrees (for sticks / pads)<BR> CTRL+F1 to F12 text keys are all now assignable to buttons<BR> Car's steering wheel turns now shown in steering settings<BR> NOTE about H-pattern shifters : A new support system for H-pattern shifters automatically uses the shifter for cars with an H-pattern shifter, and your sequential gears for single seater cars. If you have a shifter, just set the user option to "shifter". For convenience, there are two separate versions of these settings : AutoClutch, GCCut, GCBlip. That's because a lot of people may wish to use auto clutch with their paddle shift and manual clutch with their shifter. NOTE about changing controls : There is a new script system you can read about below. When you select a car with a road / sequential or paddle shifter, LFS will run the file data\script\road.lfs (etc). Some people may wish to use the /button command in their scripts, to assign unused buttons. For example when you drive a formula car, you have a spare horn button and you might want to use that for the pit speed limiter. '''新しいLFSスクリプトシステム :''' - Place text file of commands xxx.lfs in script folder<BR> - Then script xxx.lfs can be run by typing /run xxx<BR> - Note : CAR.lfs is run when you select CAR e.g. XFG, BF1<BR> - Note : autoexec.lfs is run when LFS reaches entry screen<BR> New text commands added (see Commands.txt in docs folder) : /fov [degrees] - field of view<BR> /ff [0-200] - force feedback strength<BR> /axis [axis] [function] - e.g. /axis 2 throttle<BR> /invert [0/1] [function] - e.g. /invert 1 brake<BR> /button [button] [function] - e.g. /button 5 shift_up<BR> /key [key] [function] - e.g. /key Q handbrake<BR> /head_tilt [degrees] - 1g head tilt<BR> /lateral_shift [m] - 1g lateral shift<BR> /forward_shift [m] - 1g forward shift<BR> /vertical_shift [m] - 1g vertical shift<BR> /say [message] - same as typing a chat message<BR> /echo [text] - show text only on local screen<BR> /spec [name] - same as spectate [name]<BR> /ctrlf [num] [text] - change text e.g. /ctrlf 1 hello<BR> /altf [num] [text] - change text e.g. /altf 1 /view=driver<BR> /wheel_turn [degrees] - specify turn angle of controller<BR> /press [key] - simulate key press<BR> /ctrl [key] - ctrl + key<BR> /shift [key] - shift + key<BR> /alt [key] - alt + key<BR> /autoclutch [0-1] - turn autoclutch off / on<BR> /gccut [0-1] - throttle cut on upshift<BR> /gcblip [0-1] - throttle blip on downshift<BR> /axlaps [num] - set autocross number of laps<BR> /view [fol/heli/cam/driver/custom] - select view<BR> IN A SCRIPT : //comment - this line is ignored<BR> IN CHAT BOX : //xxx - short for /run xxx<BR> /hrun X : admin can run script X on host<BR> /exec E C : run program E with command line C<BR> /shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)<BR> /hidetext [no/yes] - hide text (like SHIFT+F)<BR> Windows Vista Support :<BR> Sound now works correctly in Windows Vista<BR> Unlocking is now possible in Windows Vista<BR> '''その他 :''' Added file docs\Commands.txt - listing ALL commands<BR> Updated... docs\Autocross.txt - for new functions<BR> Option : minimum time between gearshifts (debounce)<BR> S1 users can now use the automatic skin download system<BR> Automatic update system gives info, downloads, installs patch<BR> FF Steps now defaults to 256 (this gives higher resolution FF)<BR> Layouts do not set the number of laps unless a start pos exists<BR> S2 users can see and join S1 hosts in List of Games screen<BR> When first run, LFS defaults to desktop screen resolution<BR> Restricted areas and route checkers added to autocross<BR> Welcome / Tracks filename length increased to 31 chars<BR> New car data output files (press letter O in garage)<BR> Gearshift debounced (can't shift twice within 50 ms)<BR> InSim : MCI packets are now available in arenas<BR> InSim : IS_RES qualify packets sent even if not in table<BR> FIX : Outguage reported remote cars fuel load<BR> FIX : Driver's body optimisation was too sensitive<BR> FIX : Selecting drag strip often resulted in 3 lap race<BR> FIX : OutGauge now works on remote cars / MPR / external<BR> FIX : Reverse driving in hotlapping mode now invalidates HLVC<BR> FIX : Starting LFS with /join command needlessly loaded last track<BR> FIX : Corrected positions of translator names on credits screen<BR> FIX : A few wrong vertices on driver necks and marshall helmet<BR> FIX : Mirrors and clocks sometimes corrupted after minimising<BR> FIX : Small map sometimes went off screen or overlapped text<BR> FIX : Unlock was lost after hibernation on some computers<BR> FIX : CTRL+F keys did not work during replays<BR> '''ファイル拡張子の関連づけ :''' 拡張子がSPR(シングルプレイヤーのリプレイファイル) / MPR(マルチプレイヤーのリプレイファイル) / SET(セッティングファイル) / LYT(レイアウトファイル)のファイルを直接開く/フォルダへのコピーことができるように<BR> OSがWindowsなら右クリックし、それらのファイルがLFSで開くように設定<BR> SET/LYTファイルはダブルクリックでLFSの所定フォルダにファイルをコピーできます<BR> SPR/MPRファイルはダブルクリックでLFSの所定フォルダにファイルがコピーされ、リプレイを再生することができます<BR> d1420fc1132ce8ff8adedcf3a7c2382ee8571acb ドライビングガイド 0 1416 1609 1597 2006-12-24T03:24:54Z yamakawa 3 wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキを使用してください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとかなりグリップが減少して、おそらく破裂に至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * あなたがFR(後輪駆動車)を運転するとき、アクセル操作は慎重にして下さい。コーナーの出口であまりに速くたくさんのスロットルを使用することはスピンにつながります。 * レースの最初のコーナーで、特に後方からのスタートのときは非常に慎重になってください。前を走っている車はあなたよりも早くブレーキングに入っています。おそらくスタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまなかったでしょう。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === スピードは貫性からやってくる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. Consistency is an absolute must when adjusting your setups. When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[Additional_Tools#Analyze_for_Speed|AnalyzeForSpeed]] === This tool is fantastic. When you watch WRs and can’t work out how they are getting through corners at certain speeds, this tool can help. You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as tho you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you.<br> [http://www.ctd-racing.com/AFS/ Analyse for Speed website]<br> [http://www.liveforspeed.net/?page=analysers LFS's analysers info page (to download the 'trackmaps')] === コーナーへのアプローチ === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 36c4fa80cdf42383c67876d2be41dfb7a9be2016 1626 1609 2007-03-21T03:19:49Z yuuta 14 /* 簡単なドライビング Tips */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === スピードは貫性からやってくる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. Consistency is an absolute must when adjusting your setups. When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[Additional_Tools#Analyze_for_Speed|AnalyzeForSpeed]] === This tool is fantastic. When you watch WRs and can’t work out how they are getting through corners at certain speeds, this tool can help. You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as tho you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you.<br> [http://www.ctd-racing.com/AFS/ Analyse for Speed website]<br> [http://www.liveforspeed.net/?page=analysers LFS's analysers info page (to download the 'trackmaps')] === コーナーへのアプローチ === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] a81e7e871bbe71598b524d2b5fc72e26433616f7 オプション 0 1413 1610 1573 2006-12-24T03:49:12Z yamakawa 3 /* ホイール・コントローラーのセットアップ */ wikitext text/x-wiki Optionの項目は、新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューによって、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音(BGMとメニューの効果音に比例しています) '''Skid Volume Boost:''' スキッド音のブースト(リアルスティックにするには「1.0」にセットして下さい) '''Wind Volume Boost:''' 風の効果音(このセッティングに関係なく、オープンカーは風の効果音が非常に大きい点に注意してください) '''Echo volume boost:''' エコーの効果量(デフォルト値は2.0) '''Music volume:'''  メニューとレース中のBGM '''Music in setup screens:''' セットアップ画面のBGMのオン/オフ '''Music while racing:''' レース中のBGMのオン/オフ '''Music during replays:''' リプレイ中のBGMのオン/オフ '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. ''メモ:'' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show non-square modes:''' ワイド画面など縦横比が4:3以外のディスプレイを使用するときに使われます。 '''Show 32.bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign:''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Screen width affects LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''Track LOD reduction:''' ONにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にONにしておくのが良いでしょう。<br> :''パフォーマンス: ON | クオリティー: OFF'' '''Mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Shadow type:''' 影のタイプ '''Simple wheels:''' シンプルホイールの設定。ホイールはポリゴン数が多いのでALL(すべて簡易表示)にするとパフォーマンスUP '''Disable trees:''' 樹木を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable flags:''' 旗を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Disable rubber:''' タイヤ痕を非表示にするかどうか(ALL=全て非表示でパフォーマンスUP) '''Enable dither:''' 色数が16ビットのとき、ディザ表示を有効にするかどうか '''Enable mip fillter:''' ミップマップ・フィルターを使用するかどうか(要追記) '''Use compressed skins:''' 圧縮されたスキンを使用するかどうか(要追記) '''Half texture size:''' テクスチャーサイズを半分にします。ビデオメモリが少ない場合に限り『Yes』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度  '''Simple Track(no car shadow):''' なぜか『OFF』が一番パフォーマンスあり?(要追記) '''Haze effect:''' もや・かすみのエフェクト == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点、つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Style:''' 表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『external』 車両を表示 :『ext.2』 externalと同じですが『Button look』で左右・後方を見た時、車体は表示されません。 '''Pitch view:''' '''Rotate view:''' '''Mirror offsets lateral:''' ''スタンダードビューと同じです。'' '''Mirror offsets vertical:''' '''Draw driver / wheel: '''Clocks mode:''' '''X offset:" 左右のカメラの位置 '''Y offset:" 前後のカメラの位置 '''Z offset:" 上下のカメラの位置 ~~~ '''Look function:''' このオプションで『Button look』以外に左右を見る方法を追加できます。 :『Axis』 Controlsメニューで軸を指定して、カメラ左右を動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも回転します。Look sensitivityで感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右を動かせます。 '''Button look:''' Controlsで指定したボタン押して左右・後方を見る時、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラに変更<br> '''SHIFT + V :''' 前のカメラに変更<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー)<br> '''SHIFT + U :''' AutoX エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display:''' フレームレートの表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Show pedals:''' ペダルバーの表示/非表示 '''Show small maps:''' コース図の表示/非表示 '''Drop shadows:''' 見やすいように、テキストに影をつけます '''Message size:''' チャットなど左に表示されるメッセージのサイズ '''Display results:''' 右上のリザルトの表示。''CTRL+Tab''でも切り換えできます '''Overall times display:''' リザルトの他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示/非表示 '''Show virtual start lights:''' バーチャル・スタートライトの表示/非表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示/非表示 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系の車のメーターの色を変更できます。 '''Interface''' インターフェースのボタンやテキストの、色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on uphift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Keyboard steer:''' 『keyboard - no help』『keyboard - stabilised』『mouse steer』の中から選択できます。 ::『Mouse steer』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『Keyboard - no help』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『Keyboard - stabilised』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''『Mouse steer』 選択時'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) ''『Keyboard - no help』 選択時'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) ''『Keyboard - stabilised』 選択時'' '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 Buttons1/Buttons2セクションで、それぞれキー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === [[image:HowToAssignAxis_Ani.gif|thumb|コントローラー軸の割り当て方法(アニメーション表示)]] This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミヒャエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。 == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される17のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。下の項目で最高フレーム数を指定します。 '''Maximum frame rate:''' 最高フレーム数の指定 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Screen clear type:'''  空の描画タイプの選択。EllipsoidとClr+Skyは基本的に同じ画質です。あなたのビデオカードでパフォーマンスが高い方を選んでください。Plainは空を描画しませんがフレームレートを大幅に増やすことができます。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します '''AI use player colours:''' AIがプレイヤーのカラーを使用します '''Sound lag:''' サウンドの遅延量。この値は可能な限り小さくして下さい。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Update path:''' タイヤ痕の更新。Offは更新なし, User carはプレイヤーだけ、All carsは全車のタイヤ痕を更新します。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 12時間形式の使用 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)現地時間と入れ替えられます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 72685da7aac0ff521c5e9ccf8ee206a154c77934 1611 1610 2006-12-26T11:28:58Z yamakawa 3 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューにで、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 ''Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Wider screen increases LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''All scenery at maximum LOD:''' OFFにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にOFFにしておくのが良いでしょう。<br> :''パフォーマンス: OFF | クオリティー: ON'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか。(通常は『on』) '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ~~~ '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示 '''Show small maps:''' コース図の表示 '''Show virtual start lights:''' バーチャル スタートライトの表示 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど左に表示されるメッセージのサイズ '''Display results CTRL + TAB:''' 右上のリザルトの表示。(''CTRL+Tab''でも切り換えできます) '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやテキストの色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === [[image:HowToAssignAxis_Ani.gif|thumb|コントローラー軸の割り当て方法(アニメーション表示)]] This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミヒャエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' G25向け? '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Automatic skin download:''' LFS Worldから自動で他のプレーヤーのスキンをダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 6ad4571d7bc57b590ddb81f98a832ba198ad5101 1612 1611 2006-12-27T14:19:26Z yamakawa 3 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューにで、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 ''Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Wider screen increases LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''All scenery at maximum LOD:''' OFFにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にOFFにしておくのが良いでしょう。<br> :''パフォーマンス: OFF | クオリティー: ON'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか。(通常は『on』) '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ~~~ '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示 '''Show small maps:''' コース図の表示 '''Show virtual start lights:''' バーチャル スタートライトの表示 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど左に表示されるメッセージのサイズ '''Display results CTRL + TAB:''' 右上のリザルトの表示。(''CTRL+Tab''でも切り換えできます) '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやテキストの色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === [[image:HowToAssignAxis_Ani.gif|thumb|コントローラー軸の割り当て方法(アニメーション表示)]] This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミヒャエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Automatic skin download:''' LFS Worldから自動で他のプレーヤーのスキンをダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 1bc0221173f1397fa0617abe36173429ed0c65d0 1614 1612 2007-01-22T06:48:42Z takaryo 5 /* Graphics */ wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューにで、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 ''Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00<br>(注 いつからかは不明ですが現在のパッチではパフォーマンスが0.10、クオリティーが0.30となっています)'' '''Wider screen increases LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''All scenery at maximum LOD:''' OFFにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にOFFにしておくのが良いでしょう。<br> :''パフォーマンス: OFF | クオリティー: ON'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか。(通常は『on』) '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ~~~ '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示 '''Show small maps:''' コース図の表示 '''Show virtual start lights:''' バーチャル スタートライトの表示 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど左に表示されるメッセージのサイズ '''Display results CTRL + TAB:''' 右上のリザルトの表示。(''CTRL+Tab''でも切り換えできます) '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやテキストの色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === [[image:HowToAssignAxis_Ani.gif|thumb|コントローラー軸の割り当て方法(アニメーション表示)]] This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミヒャエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Automatic skin download:''' LFS Worldから自動で他のプレーヤーのスキンをダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 79e9e5fc86430a07536e5dec953ece3b926e88bc 1647 1614 2007-04-01T05:50:39Z Ralf Schumacher 19 /* Game */ wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューにで、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 ''Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00<br>(注 いつからかは不明ですが現在のパッチではパフォーマンスが0.10、クオリティーが0.30となっています)'' '''Wider screen increases LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''All scenery at maximum LOD:''' OFFにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にOFFにしておくのが良いでしょう。<br> :''パフォーマンス: OFF | クオリティー: ON'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか。(通常は『on』) '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ~~~ '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示 '''Show small maps:''' コース図の表示 '''Show virtual start lights:''' バーチャル スタートライトの表示 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど左に表示されるメッセージのサイズ '''Display results CTRL + TAB:''' 右上のリザルトの表示。(''CTRL+Tab''でも切り換えできます) '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやテキストの色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === [[image:HowToAssignAxis_Ani.gif|thumb|コントローラー軸の割り当て方法(アニメーション表示)]] This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Automatic skin download:''' LFS Worldから自動で他のプレーヤーのスキンをダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 14ea6e1672c8251c30cbe702b61345cc7109907c 1648 1647 2007-04-01T05:51:33Z Ralf Schumacher 19 /* ホイール・コントローラーのセットアップ */ wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューにで、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 ''Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.'' '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.25 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.25 | クオリティー: 1.00<br>(注 いつからかは不明ですが現在のパッチではパフォーマンスが0.10、クオリティーが0.30となっています)'' '''Wider screen increases LOD:''' 画面の解像度が『詳細レベル(LOD)』に影響するかの設定。1024x768を境にON/OFFの効果が逆になります。<br> :''画面解像度1024x768以下 – パフォーマンス: ON | クオリティー: OFF'' :''画面解像度1024x768 – ON/OFF関係なし'' :''画面解像度1024x768以上 – パフォーマンス: OFF | クオリティー: ON'' '''All scenery at maximum LOD:''' OFFにするとパフォーマンスを非常に向上させることができます。いくつかの地形が距離に応じて非表示になります。画面のクオリティーにそれほどこだわらないのであれば、常にOFFにしておくのが良いでしょう。<br> :''パフォーマンス: OFF | クオリティー: ON'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか。(通常は『on』) '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。 :   カスタムビューの設定方法は、後ほど説明しましょう。 :   ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すとで切り替わります。 :   あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ~~~ '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示 '''Show small maps:''' コース図の表示 '''Show virtual start lights:''' バーチャル スタートライトの表示 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど左に表示されるメッセージのサイズ '''Display results CTRL + TAB:''' 右上のリザルトの表示。(''CTRL+Tab''でも切り換えできます) '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやテキストの色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Shift type:''' シフトタイプの選択 ''シーケンシャル、シフター選択時'' '''Auto clutch:''' 自動でクラッチを切ってくれます '''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします '''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Shift type:''' シフトタイプを選択 '''Clutch:''' '''Handbrake:''' クラッチとハンドブレーキを、軸かボタンに割り当てる '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === これは、車輪とジョイスティックユーザーが軸を割り当てるようになる地域です。また、大部分のこれらのオプションは主にクリックであって、タイプボタンをセットします。第1に、あなたの器材がコンピュータとウインドウに付けられることを確認します‖装置を見つけます、そして、それはコントロールパネル/Game Controller地域で準備されました。必要ならばあなたのプロフィーラーソフトウェアを走らせて、必要ならばウインドウレベルで複合軸をはずしてください。LFSでセットアップに試みる前にウインドウソフトウェアを使用することを調整してください。 あなたがあなたの頭上に示される規制画面に到着するとき、あなたの車輪またはジョイスティックをLFSで最も動かせるためにオプションの範囲を利用できるそれらから選ぶことができてください。ボタンのクリックがSteerから始めさせる軸を選びます:ハイライト食用牛とあなたは、パネル利用できる軸がそこからの上で軽く、あなたが軸のどれを使うべきかについて選ぶことができると決意すると気がつきます。軸から二軒目のバーが、あなたに図にされた装置の運動の範囲を示して、使われます調整する。さらに同じだけまたはあなたが望むのと同じくらい少ないをハイライトして、選んでください。 力フィードバックコントローラによるそれらのために、あなたはフォースFeedbackがどんな前のセッティングでも実施されさせるのを可能にしなければなりません – 終わるとき、あなたがとても各々軸をテストする必要があって時々コントローラが標準に別に配線される、そして、あなたのブレーキまたはアクセラレータが全ての時間にあるかもしれなくて、正しくて、そして、翻されない。あなたがそれから選択をするならば、あなたを再調整して車輪またはジョイスティックが残した当時のターンと最大の限度を決定して、あなたにはスロットルその他の上で最大のセッティングがあるならば、セッティングが本当にそうであるIfがバックしたのを見る権利が、両極性を逆にする選ばれた装置の隣のインバートボタンを用いられることができる。これらのセッティングで遊びをしてください、そして、あなたはすぐに規制のこつがわかります。 各々の車へのステアリングホイール変化のために、このページを参照してください [[image:HowToAssignAxis_Ani.gif|thumb|コントローラー軸の割り当て方法(アニメーション表示)]] This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Automatic skin download:''' LFS Worldから自動で他のプレーヤーのスキンをダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Log messages:''' チャットのログの記録のOn/Off。LFSフォルダのdeb.logファイルに記録されます。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 21676a47380d901bb80a27f9ab4dc47e80344ac7 1649 1648 2007-04-04T11:53:07Z yamakawa 3 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。 == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューにで、BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。もしマウスで車を操縦しているならば、これは重要です。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Hardware Vertex Shading:''' ハードウェアでシェーディングをするかどうか。(通常は『on』) '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Move view with animation:''' 『ON』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示 '''Show small maps:''' コース図の表示 '''Show virtual start lights:''' バーチャル スタートライトの表示 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど左に表示されるメッセージのサイズ '''Display results CTRL + TAB:''' 右上のリザルトの表示。(''CTRL+Tab''でも切り換えできます) '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやテキストの色・透明度を変更できます。 == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 === ホイール・コントローラーのセットアップ === これは、車輪とジョイスティックユーザーが軸を割り当てるようになる地域です。また、大部分のこれらのオプションは主にクリックであって、タイプボタンをセットします。第1に、あなたの器材がコンピュータとウインドウに付けられることを確認します‖装置を見つけます、そして、それはコントロールパネル/Game Controller地域で準備されました。必要ならばあなたのプロフィーラーソフトウェアを走らせて、必要ならばウインドウレベルで複合軸をはずしてください。LFSでセットアップに試みる前にウインドウソフトウェアを使用することを調整してください。 あなたがあなたの頭上に示される規制画面に到着するとき、あなたの車輪またはジョイスティックをLFSで最も動かせるためにオプションの範囲を利用できるそれらから選ぶことができてください。ボタンのクリックがSteerから始めさせる軸を選びます:ハイライト食用牛とあなたは、パネル利用できる軸がそこからの上で軽く、あなたが軸のどれを使うべきかについて選ぶことができると決意すると気がつきます。軸から二軒目のバーが、あなたに図にされた装置の運動の範囲を示して、使われます調整する。さらに同じだけまたはあなたが望むのと同じくらい少ないをハイライトして、選んでください。 力フィードバックコントローラによるそれらのために、あなたはフォースFeedbackがどんな前のセッティングでも実施されさせるのを可能にしなければなりません – 終わるとき、あなたがとても各々軸をテストする必要があって時々コントローラが標準に別に配線される、そして、あなたのブレーキまたはアクセラレータが全ての時間にあるかもしれなくて、正しくて、そして、翻されない。あなたがそれから選択をするならば、あなたを再調整して車輪またはジョイスティックが残した当時のターンと最大の限度を決定して、あなたにはスロットルその他の上で最大のセッティングがあるならば、セッティングが本当にそうであるIfがバックしたのを見る権利が、両極性を逆にする選ばれた装置の隣のインバートボタンを用いられることができる。これらのセッティングで遊びをしてください、そして、あなたはすぐに規制のこつがわかります。 各々の車へのステアリングホイール変化のために、このページを参照してください [[image:HowToAssignAxis_Ani.gif|thumb|コントローラー軸の割り当て方法(アニメーション表示)]] This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Automatic skin download:''' LFS Worldから自動で他のプレーヤーのスキンをダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 5fffd2b5e0f09cb489e3fc1c64b2cc98e3e26c1e 車種 0 1414 1615 1480 2007-01-22T07:22:05Z takaryo 5 /* Summary */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V_engine|V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - Small front-wheel drive car, similar to a classic Mini *'''Raceabout''' (RAC) - Rear-wheel drive mid-engined open-top sports car, based on the real RaceAbout '02 built by Finnish University students *'''FZ50''' (FZ5) - Rear-wheel drive, rear-engined sports car, similar to a Porsche 911 *'''XF GTR''' (XFR) - Lighter, higher-powered racing version of the XF GTI with slick tires *'''UF GTR''' (UFR) - Higher-powered version of UF 1000 with wider track and slick tires *'''Formula XR''' (FOX) - Small open-wheel race car, similar to a Formula Renault 2000 racecar *'''Formula V8''' (FO8) - Open-wheel race car, similar to a Formula 3000 / GP2 racecar *'''BMW Sauber''' (BF1) - A recreation of the 2006 season BMW Sauber Formula One racecar *'''FXO GTR''' (FXR) - Four-wheel drive racing version of the FXO Turbo with downforce, similar to GT500 series racecars *'''XR GTR''' (XRR) - Lighter racing version of the XR GT Turbo with downforce, similar to GT500 series racecars *'''FZ50 GTR''' (FZR) - Lighter racing version of the FZ50 with downforce, similar to GT500 series racecars == Car details == === UF 1000 (UF1) === [[image:UF1.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''Setup tip:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''Setup tip:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] 1f52dca1f35e7677b0c60fc2435ac0c05e2a809f 1616 1615 2007-01-22T07:34:58Z takaryo 5 /* S2 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''Setup tip:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''Setup tip:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] 2d767426e84c86ed56a02dce50357c8b0d851f8b 1617 1616 2007-01-22T07:39:20Z takaryo 5 /* UF 1000 (UF1) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''Setup tip:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] 809139273afda990c1987f31498c45e227fe1f0e 1618 1617 2007-01-22T07:46:40Z takaryo 5 /* XF GTI (XFG) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] 19586c93f2ad021c3d24fbf9bd39c761d9621ce7 1619 1618 2007-01-28T12:44:30Z yamakawa 3 /* XF GTI (XFG) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] aa0474ebe8cf2644c8815629d0fd5ef9a8d5e878 1620 1619 2007-02-04T02:43:01Z yamakawa 3 /* XR GT (XRG) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] 7214d9934bab914f30f9e642c8d69149240fe3ce 1621 1620 2007-02-04T02:43:35Z yamakawa 3 /* XR GT Turbo (XRT) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] 4842d6f33305ecb0ba727b6278872fc839cbb247 1622 1621 2007-02-04T02:44:00Z yamakawa 3 /* UF 1000 (UF1) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - Rear-wheel drive, front engined, LFS gets it's very own Lotus Seven replica, not too dissimilar to the Catermhams and Westfields of this world *'''LX6''' - Much like the LX4, this sports a more powerful engine, although this weighs it down more you'd never realise given the way it accelerates *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] cbc16f0a9e7448769231f98dff33102b941eaca6 1625 1622 2007-03-21T03:15:25Z yuuta 14 /* S1 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] ac9c8bc59fbc60865ab3a256491a3c45c31f3824 利用者:Yagi@JPN 2 1428 1623 2007-03-02T00:12:14Z Yagi@JPN 20 wikitext text/x-wiki == Yagi@JPN == やぎのガレージでU-15チーム結成しました。 メンバー募集中です [http://hp.kutikomi.net/goatgarage/ やぎのガレージ] b777bd50573b57c593bc19cdc0626db3c86c54fe ゲームモード 0 1412 1627 1580 2007-03-21T03:22:40Z yuuta 14 /* トレーニング */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|Training]] Live for Speedの新しいトレーニングモードは、レースに必要な運転技術を磨くためのドライビングスクールです。 もちろんLFSのベテランでもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件/目標タイム、学習目的、 ティップスを確認して挑戦して下さい。 全てのレッスンは時間内、またはコースOFFやコーンに触れると失格です。レッスンを終えた後、成績が表示されます。 *マルチプレーヤーモードではオンライン対戦ができます。これまでで学んだことはオンライン中、常に思い出してください。なぜなら、あなたは人間と競争していているので、慎重に運転して事故を起こさないようにして下さい。 <br> == マルチプレーヤー == [[image:Serverlist.jpg|thumb|Serverlist]] === Multiplayerのメインメニュー === '''オンラインモードの選択:''' Demo・S1・S2から選択できます。Demoはアンロックされていないデモと同じになります。レーサーの数は11人に限られています。LFSをまだ買っていない友人とレースをするときに使用して下さい。 '''Windowed while connecting:''' インターネットに接続中、ウインドウモードになります。 '''Search Player:''' LFS内からあらゆるプレーヤーを捜すことができます。あなたが捜しているプレーヤーの名前を入力して下さい。そして、プレーヤーがオンラインならば、あなたはあなたがサーバーで彼に加わりたいかどうか尋ねられます。 === Display list of games === LFSはマスターサーバーに接続して、hidden設定されない全てのホストを表示します。 リストはどの車が許されるか、どのトラックが使われているか、そして何人のレーサーが現在サーバーにいるか各サーバーに関する延長した情報を含みます。『?』ボタンをクリックすると、サーバーでレーサーの名前を含むチャットウインドウに、いろいろなさらなる情報を示します。また画面下部のボタンを使って表示されるサーバーを特定することができます。 '''Car フィルター:''' Carフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:画面右端のCarsボタンリストを使用してください。デフォルトはALLです。 車種別:リスト中央上部に縦にかかれている自動車名をクリックして下さい。黒青赤にセットすることができます。 [青] : この車があるホストを表示します<br> [赤] : この車があるホストを除外します<br> [黒] : 指定なし<br> ゲストへ : 空のホストに接続するのを嫌がらないで!そのうち人々が集まって来るでしょう!<br> ホストへ: なるべく「all cars」に設定しないで! '''Carコード:''' サーバーリストに表示される車種名は、3文字に省略されたCarコードを使用しています。 UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track コード:''' トラックは下のリストのコードを使用します。サーバーリスト内でも使用されます。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。トラックコードは3つの部品の組合せです。 1.トラック識別子、2.コース番号 3.逆走の場合だけ「R」を追加 例:<br> 「BL1R」は、「Blackwood」「GP」「逆走」<br> 「AS3」は、 「Aston」「 National」「順走」になります。 BL - Blackwood (3コース: GP, RallyX, Car Park) SO - South City (5コース: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6コース: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7コース: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1コース : International) KY - Kyoto (3コース: Oval, National, GP Long) AU - Autocross (4コース: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host:''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Guest select track:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' 深夜レースの禁止 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + S) '''Spectate''' 観戦モード '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- links to other languages --> [[en:Game modes]] [[de:Spielmodi]] 891fb6eac6528805982e251b2f2f3f7f56a7ea78 1628 1627 2007-03-21T03:23:05Z yuuta 14 /* トレーニング */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|Training]] Live for Speedの新しいトレーニングモードは、レースに必要な運転技術を磨くためのドライビングスクールです。 もちろんLFSのベテランでもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件/目標タイム、学習目的、 ティップスを確認して挑戦して下さい。 全てのレッスンは時間内、またはコースOFFやコーンに触れると失格です。レッスンを終えた後、成績が表示されます。 <br> == マルチプレーヤー == [[image:Serverlist.jpg|thumb|Serverlist]] === Multiplayerのメインメニュー === '''オンラインモードの選択:''' Demo・S1・S2から選択できます。Demoはアンロックされていないデモと同じになります。レーサーの数は11人に限られています。LFSをまだ買っていない友人とレースをするときに使用して下さい。 '''Windowed while connecting:''' インターネットに接続中、ウインドウモードになります。 '''Search Player:''' LFS内からあらゆるプレーヤーを捜すことができます。あなたが捜しているプレーヤーの名前を入力して下さい。そして、プレーヤーがオンラインならば、あなたはあなたがサーバーで彼に加わりたいかどうか尋ねられます。 === Display list of games === LFSはマスターサーバーに接続して、hidden設定されない全てのホストを表示します。 リストはどの車が許されるか、どのトラックが使われているか、そして何人のレーサーが現在サーバーにいるか各サーバーに関する延長した情報を含みます。『?』ボタンをクリックすると、サーバーでレーサーの名前を含むチャットウインドウに、いろいろなさらなる情報を示します。また画面下部のボタンを使って表示されるサーバーを特定することができます。 '''Car フィルター:''' Carフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:画面右端のCarsボタンリストを使用してください。デフォルトはALLです。 車種別:リスト中央上部に縦にかかれている自動車名をクリックして下さい。黒青赤にセットすることができます。 [青] : この車があるホストを表示します<br> [赤] : この車があるホストを除外します<br> [黒] : 指定なし<br> ゲストへ : 空のホストに接続するのを嫌がらないで!そのうち人々が集まって来るでしょう!<br> ホストへ: なるべく「all cars」に設定しないで! '''Carコード:''' サーバーリストに表示される車種名は、3文字に省略されたCarコードを使用しています。 UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track コード:''' トラックは下のリストのコードを使用します。サーバーリスト内でも使用されます。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。トラックコードは3つの部品の組合せです。 1.トラック識別子、2.コース番号 3.逆走の場合だけ「R」を追加 例:<br> 「BL1R」は、「Blackwood」「GP」「逆走」<br> 「AS3」は、 「Aston」「 National」「順走」になります。 BL - Blackwood (3コース: GP, RallyX, Car Park) SO - South City (5コース: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6コース: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7コース: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1コース : International) KY - Kyoto (3コース: Oval, National, GP Long) AU - Autocross (4コース: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host:''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Guest select track:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' 深夜レースの禁止 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + S) '''Spectate''' 観戦モード '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- links to other languages --> [[en:Game modes]] [[de:Spielmodi]] d6a184f5140c9f21b2433917842ecb1977739b96 1629 1628 2007-03-21T03:25:16Z yuuta 14 /* マルチプレーヤー */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|Training]] Live for Speedの新しいトレーニングモードは、レースに必要な運転技術を磨くためのドライビングスクールです。 もちろんLFSのベテランでもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件/目標タイム、学習目的、 ティップスを確認して挑戦して下さい。 全てのレッスンは時間内、またはコースOFFやコーンに触れると失格です。レッスンを終えた後、成績が表示されます。 <br> == マルチプレーヤー == [[image:Serverlist.jpg|thumb|Serverlist]] === Multiplayerのメインメニュー === '''オンラインモードの選択:''' Demo・S1・S2から選択できます。Demoはアンロックされていないユーザーと同じになります。レーサーの数は11人に限られています。LFSをまだ買っていない友人とレースをするときに使用して下さい。 '''Windowed while connecting:''' インターネットに接続中、ウインドウモードになります。 '''Search Player:''' LFS内からあらゆるプレーヤーを捜すことができます。あなたが捜しているプレーヤーの名前を入力して下さい。そして、プレーヤーがオンラインならば、あなたは、プレーヤーの居るサーバーに入るかを選択します。 === Display list of games === LFSはマスターサーバーに接続して、hidden設定されない全てのホストを表示します。 リストはどの車が許されるか、どのトラックが使われているか、そして何人のレーサーが現在サーバーにいるか各サーバーに関する延長した情報を含みます。『?』ボタンをクリックすると、サーバーでレーサーの名前を含むチャットウインドウに、いろいろな情報を示します。また画面下部のボタンを使って表示されるサーバーを特定することができます。 '''Car フィルター:''' Carフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:画面右端のCarsボタンリストを使用してください。デフォルトはALLです。 車種別:リスト中央上部に縦にかかれている自動車名をクリックして下さい。黒青赤にセットすることができます。 [青] : この車があるホストを表示します<br> [赤] : この車があるホストを除外します<br> [黒] : 指定なし<br> ゲストへ : 空のホストに接続するのを嫌がらないで!そのうち人々が集まって来るでしょう!<br> ホストへ: なるべく「all cars」に設定しないで! '''Carコード:''' サーバーリストに表示される車種名は、3文字に省略されたCarコードを使用しています。 UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track コード:''' トラックは下のリストのコードを使用します。サーバーリスト内でも使用されます。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。トラックコードは3つの部品の組合せです。 1.トラック識別子、2.コース番号 3.逆走の場合だけ「R」を追加 例:<br> 「BL1R」は、「Blackwood」「GP」「逆走」<br> 「AS3」は、 「Aston」「 National」「順走」になります。 BL - Blackwood (3コース: GP, RallyX, Car Park) SO - South City (5コース: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6コース: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7コース: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1コース : International) KY - Kyoto (3コース: Oval, National, GP Long) AU - Autocross (4コース: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host:''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Guest select track:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' 深夜レースの禁止 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + S) '''Spectate''' 観戦モード '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- links to other languages --> [[en:Game modes]] [[de:Spielmodi]] ed74928fa4b44bc5f7a87c637564ed109eb7e17d 視点の切り替え 0 1421 1630 1582 2007-03-21T03:26:19Z yuuta 14 /* カスタムビュー */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]] == カスタムビュー == [[画像:view_front.jpg]] ドライバーの視点です。 「W」「E」「R」で左右が見れます == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == ad2ef0be224dedfe1049ae1f20f69aab4a205367 1631 1630 2007-03-21T03:26:52Z yuuta 14 /* コックピット視点 */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]] ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]] ドライバーの視点です。 「W」「E」「R」で左右が見れます == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == aaceeb9b6b36ac15023795ec689cdbb73c010135 1632 1631 2007-03-21T03:27:50Z yuuta 14 /* カスタムビュー */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]] ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]] 自分でいろいろな視点に変えられます。ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == 203e1cd2b506caeb7329915c3fe1a7b5bafdf7d3 1633 1632 2007-03-21T03:28:03Z yuuta 14 /* カスタムビュー */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]] ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == dbcbcddd80536e0cee959fc552fa9fc411453511 1634 1633 2007-03-21T03:28:14Z yuuta 14 /* コックピット視点 */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == 29328380670830198869547d6bf7be0ab83d0653 1635 1634 2007-03-21T03:28:30Z yuuta 14 /* カスタムビュー */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。 ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == 0f2ac46d6b1f030c0fa3135f8b7c4b1037d826b8 1636 1635 2007-03-21T03:29:06Z yuuta 14 /* 後方視点 */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。 ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] 初心者は幅がわかりやすいのでこの視点が使いやすいです。 == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == 09f0b6f6cf9097a21ecc1228128bf182df105237 1637 1636 2007-03-21T03:29:20Z yuuta 14 /* ヘリカム視点 */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。 ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] 初心者は幅がわかりやすいのでこの視点が使いやすいです。 == ヘリカム視点 == [[画像:view_heli.jpg]] リプレイなどにおすすめです。 == TVカメラ == [[画像:view_TV.jpg]] == Shift + U モード == 47213447ed1f12f1d25bdc1c0e77851a9c150615 1638 1637 2007-03-21T03:29:35Z yuuta 14 /* TVカメラ */ wikitext text/x-wiki == 操作方法 == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。 ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] 初心者は幅がわかりやすいのでこの視点が使いやすいです。 == ヘリカム視点 == [[画像:view_heli.jpg]] リプレイなどにおすすめです。 == TVカメラ == [[画像:view_TV.jpg]] リプレイを見るときに使うといいです。 == Shift + U モード == d01fb8201ba3c8b0068486b361d9a1eb309632f0 ビュー(視点)の切り替え 0 1409 1639 1503 2007-03-27T07:39:59Z takaryo 5 /* コックピット視点 */ wikitext text/x-wiki == 操作方法 == キーボードの'''V'''キー、または'''Shift+U'''キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの'''V'''キーを押すことにより、5種類のビューに順次変更できます('''Shift+V'''キーで逆順) また'''Shift+U'''モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] 現実の車の運転席からの視点に一番近い視点です == カスタム視点 == [[画像:view_front.jpg]] == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ視点 == [[画像:view_TV.jpg]] == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] [[de:Kameraansichten]] afad4f61634168aa9b3c17b8fe74b207fd2443c9 1640 1639 2007-03-27T07:42:15Z takaryo 5 /* カスタム視点 */ wikitext text/x-wiki == 操作方法 == キーボードの'''V'''キー、または'''Shift+U'''キー。 ---- Live for speedには、さまざまな視点モードが用意されています。 キーボードの'''V'''キーを押すことにより、5種類のビューに順次変更できます('''Shift+V'''キーで逆順) また'''Shift+U'''モードでは、コース上のさまざまな位置に自由に移動できます。 == コックピット視点 == [[画像:view_cockpit.jpg]] 現実の車の運転席からの視点に一番近い視点です == カスタム視点 == [[画像:view_front.jpg]] プレイヤーが好む視点に編集できる視点です<br> 設定はOptionsのViewからできます == 後方視点 == [[画像:view_back.jpg]] == ヘリカム視点 == [[画像:view_heli.jpg]] == TVカメラ視点 == [[画像:view_TV.jpg]] == Shift + U モード== <!-- Links zu anderen Sprachen --> [[en:Views]] [[de:Kameraansichten]] 307cacc1e70dde9738d863bf14925e7cfa988efe 基本セッティング・ガイド(旧) 0 1429 1650 2007-04-09T06:37:17Z 105gtv 8 我流しかも編集の仕方がわかってません 汗 どなたかおせーて!凄い表示に wikitext text/x-wiki 基本セットアップガイド by Robert "Moby" Bjorkman Introduction (はじめに、、 このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整しゅるw Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 参考Links LFS Gear Ratio Calculator:http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html F1PerfView: http://www.xs4all.nl/~rsdi/f1perfview.html LFS Setup Analizer: http://forum.rscnet.org/showthread.php?t=157180 User-made setups: http://setupfield.teaminferno. Brakes (ブレーキ Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス Suspension Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する Steering Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! Final Drive Differentials:コーナリング中など左右のタイアスピードは違っているこの速度差を調整する Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略しる! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。          一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定しる! Tyres Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す Downforce 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 Car Balance 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! Quick Reference Page (簡単対応表! あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん コーナーアプローチでのアンダーステア 対応 フロント縮み側のダンパーを弱くする      リアの伸び側を弱くする    よりキャスター角を付ける    フロントスプリングを弱く    リアスプリングを強く コーナーアプローチでのオーバーステア 対応 上の逆です コーナー中のアンダー  フロントロールバーを弱く  リアノロールバー強く  キャンバー付ける コーナー中のオーバー   上の逆だって! 出口でのアンダー  フロント伸び側を固く  リアの縮み側を固く  フロントスプリング固く  キャンバー減らす  キャスター減らす 出口でのオーバー  だ・か・ら上の逆よん! f0d7ed62e57a340174856876cfd5ab5b64a63ccb 1651 1650 2007-04-10T15:06:39Z yamakawa 3 wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整しゅるw Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイアスピードは違っているこの速度差を調整する Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略しる! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。          一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定しる! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] 389e444df8c5090db59c39d7269ed06943900410 トーク:初期化 1 1430 1652 2007-04-10T15:19:50Z yamakawa 3 wikitext text/x-wiki English版のwikiにログインして、編集(Edit)でソースが見れますので、 それを参考に出来ますよ。 ac6a9ed2f6fc9cec61985c2d145c6ac21a7b34a1 1678 1652 2007-04-11T14:54:35Z 105gtv 8 wikitext text/x-wiki English版のwikiにログインして、編集(Edit)でソースが見れますので、 それを参考に出来ますよ なるほど!って此処に書いてええのかな?? あーんどソース見ても、、、汗 ともかく皆様編集ありがとうございます cac3a837fae3ccc63b2ae38ffa4d3b19b69ccb13 車種 0 1414 1653 1625 2007-04-10T16:20:33Z Y.GOD 7 /* FZ50 (FZ5) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == Car Steering Wheel Lock Angles == ===720°=== All of these cars use the full 720 degrees of rotation XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== These cars use a reduced lock of just 1.5 turns lock to lock XRR, FXR, FZR ===450°=== These cars use 1.25 turns lock to lock FO8, BF1 ===270°=== The only car to use less than one full turn, required a flick of 0.75 turns lock to lock MRT <!-- links to other languages --> [[de:Wagen]] 4b45b0600ccbbfff75a7118f505c8643baacf6c3 InSim チュートリアル 0 1431 1654 2007-04-11T11:50:30Z Y.GOD 7 wikitext text/x-wiki == Information == The Tutorials section is meant to become a collection of tutorials on how to connect to InSim using various programming languages. I know that of course there are lots of precompiled software packages (like JInSim for Java, FullMotion.LiveForSpeed for C# and so on) on the LfSForum and lots of them are also very good, but you do not really learn how to use InSim if you use precompiled packages. So each section of this page should be for one programming language and should contain the following subsections: # Datatypes # How to build/parse packets # Connecting to InSim # Disconnecting from InSim # Easy example 525bccd5b84a0e445ebdb7999d41d46eb611a66a メインページ 0 1 1655 1646 2007-04-11T12:02:48Z Y.GOD 7 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン: '''現在ありません''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version W の主な改良点''' '''サウンド''' DaveWS氏制作のカーサウンドがデフォルトに採用されました。 サウンドエディターを使用する前にedit_engと入力する必要がなくなりました。 TVカメラとSHIFT+Uモードで、風きり音/スキッドのボリュームブーストがなくなりました。 風きり音/スキッド音のボリュームが、33%大きくなりました。 <br> '''グラフィック''' 計器類、スモールマップの改善。周回遅れの車はグレー表示になりました。 ミラー内の表示が高解像度イメージになりました。 ユーザーLODのデフォルトが0.8に。 2D描画処理がわずかに効率的になりました。 オプション『Wider screen increases LOD』と『All scenery at maximum LOD』の廃止。 他 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 91e834b4b778ea4f43ae874051302de65b476797 1670 1655 2007-04-11T12:52:00Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン: '''現在ありません''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version W の主な改良点''' '''サウンド''' DaveWS氏制作のカーサウンドがデフォルトに採用されました。 サウンドエディターを使用する前にedit_engと入力する必要がなくなりました。 TVカメラとSHIFT+Uモードで、風きり音/スキッドのボリュームブーストがなくなりました。 風きり音/スキッド音のボリュームが、33%大きくなりました。 <br> '''グラフィック''' 計器類、スモールマップの改善。周回遅れの車はグレー表示になりました。 ミラー内の表示が高解像度イメージになりました。 ユーザーLODのデフォルトが0.8に。 2D描画処理がわずかに効率的になりました。 オプション『Wider screen increases LOD』と『All scenery at maximum LOD』の廃止。 他 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] ce96cb847e5c347d49fb45b13977417d10c461bc 1679 1670 2007-04-29T02:28:15Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン: '''W17''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version W の主な改良点''' '''サウンド''' DaveWS氏制作のカーサウンドがデフォルトに採用されました。 サウンドエディターを使用する前にedit_engと入力する必要がなくなりました。 TVカメラとSHIFT+Uモードで、風きり音/スキッドのボリュームブーストがなくなりました。 風きり音/スキッド音のボリュームが、33%大きくなりました。 <br> '''グラフィック''' 計器類、スモールマップの改善。周回遅れの車はグレー表示になりました。 ミラー内の表示が高解像度イメージになりました。 ユーザーLODのデフォルトが0.8に。 2D描画処理がわずかに効率的になりました。 オプション『Wider screen increases LOD』と『All scenery at maximum LOD』の廃止。 他 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] ec62a929849ba3eebdf085b016cac72b601c4a03 1680 1679 2007-05-17T11:28:24Z takaryo 5 /* ダウンロード */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/forumdisplay.php?f=66 テストパッチ掲示板 (最新テストバージョン: '''W24''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version W の主な改良点''' '''サウンド''' DaveWS氏制作のカーサウンドがデフォルトに採用されました。 サウンドエディターを使用する前にedit_engと入力する必要がなくなりました。 TVカメラとSHIFT+Uモードで、風きり音/スキッドのボリュームブーストがなくなりました。 風きり音/スキッド音のボリュームが、33%大きくなりました。 <br> '''グラフィック''' 計器類、スモールマップの改善。周回遅れの車はグレー表示になりました。 ミラー内の表示が高解像度イメージになりました。 ユーザーLODのデフォルトが0.8に。 2D描画処理がわずかに効率的になりました。 オプション『Wider screen increases LOD』と『All scenery at maximum LOD』の廃止。 他 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e3fda705fcd698dbf34d4a2ddeda16fa08de5bc6 1682 1680 2007-05-24T11:15:20Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W26''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version W の主な改良点''' '''サウンド''' DaveWS氏制作のカーサウンドがデフォルトに採用されました。 サウンドエディターを使用する前にedit_engと入力する必要がなくなりました。 TVカメラとSHIFT+Uモードで、風きり音/スキッドのボリュームブーストがなくなりました。 風きり音/スキッド音のボリュームが、33%大きくなりました。 <br> '''グラフィック''' 計器類、スモールマップの改善。周回遅れの車はグレー表示になりました。 ミラー内の表示が高解像度イメージになりました。 ユーザーLODのデフォルトが0.8に。 2D描画処理がわずかに効率的になりました。 オプション『Wider screen increases LOD』と『All scenery at maximum LOD』の廃止。 他 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] f6191aa0ccc010f29d160ce40c91b827b638ba9c 1683 1682 2007-05-26T11:53:58Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W32''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version W の主な改良点''' '''サウンド''' DaveWS氏制作のカーサウンドがデフォルトに採用されました。 サウンドエディターを使用する前にedit_engと入力する必要がなくなりました。 TVカメラとSHIFT+Uモードで、風きり音/スキッドのボリュームブーストがなくなりました。 風きり音/スキッド音のボリュームが、33%大きくなりました。 <br> '''グラフィック''' 計器類、スモールマップの改善。周回遅れの車はグレー表示になりました。 ミラー内の表示が高解像度イメージになりました。 ユーザーLODのデフォルトが0.8に。 2D描画処理がわずかに効率的になりました。 オプション『Wider screen increases LOD』と『All scenery at maximum LOD』の廃止。 他 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] f98770a7ec2855795989274ac166a26b9de6d1dc 1686 1683 2007-05-31T10:35:41Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W36''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレイヤー:''' 最高'''47'''人のゲストが、ホストに接続できるようになりました。 マルチプレイヤーレースにおいて同時プレイ台数が最大'''32'''台まで増えました。 デモでは、15人が接続することができます。 '''フライングスタートを導入しました。''' スタートライトの赤と緑の間の時間を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると自動的にSpectateするようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 F11メニューでハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が延長されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、1%~100%になりました。 予選セッションは、ピットレーンからのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレイヤーで、最高20台のAI車を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、シングルプレイヤーモードでも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 '''新しいハンディキャップシステム。(車のセットアップ画面で設定)''' クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を変更できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を削除しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます ペナルティーの理由を画面にテキスト表示するようになりました。 「 Display 」オプションに、バーチャルステアリングゲージの表示・非表示を追加。 「 Display 」オプションに、スモールマップの回転を追加。 '''インターフェース:''' ピットから直接spectateするボタンを追加しました。 TrackIRの6軸検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 SHIFT+P 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 SHIFT+O 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 SHIFT+S(spectate)」と「 SHIFT+P(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力にボタンルックを追加しました。 Automatic unpause when starting or restarting a replay イグニッション「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は1%単位で調節することができるようになりました。 ESCメニュー改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 WRONG WAY 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『リセット(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「always 」と「never 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で2000のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから除くシステムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや先読みをして高速化しました。 「new colours」はスキン選択と統合されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、最高8つのTCPまたはUDP接続を許可します。 より多くのレーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレイヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) 新しい『 /i 』コマンドはレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 /p_clear 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレイヤー全員をピットに移動することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。● ディスコネクション(回線断線)理由のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする日数を入力できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] b3c7177ee22ba9ab3dbd41f93f650b80d69755c1 1687 1686 2007-05-31T10:52:42Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[Clean Racers Club レース規則]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W36''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレイヤー:''' 最高'''47'''人のゲストが、ホストに接続できるようになりました。 マルチプレイヤーレースにおいて同時プレイ台数が最大'''32'''台まで増えました。 デモでは、15人が接続することができます。 '''フライングスタート'''を導入しました。 スタートライトの赤と緑の間の'''時間'''を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると'''自動的にSpectate'''するようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 '''F11メニュー'''でハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が'''延長'''されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、'''1%'''~100%になりました。 予選とプラクティスは、'''ピットレーン'''からのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレイヤーで、最高'''20台'''のAI車を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、'''シングルプレイヤーモード'''でも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 新しい'''ハンディキャップシステム'''。(車のセットアップ画面で設定) クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を'''変更'''できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を'''削除'''しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます '''ペナルティーの理由'''を画面にテキスト表示するようになりました。 「 Display 」オプションに、'''バーチャルステアリングゲージ'''の表示・非表示を追加。 「 Display 」オプションに、'''スモールマップの回転'''を追加。 '''インターフェース:''' ピットから直接'''spectate'''するボタンを追加しました。 TrackIRの'''6軸'''検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 '''SHIFT+P''' 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 '''SHIFT+O''' 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 '''SHIFT+S'''(spectate)」と「 '''SHIFT+P'''(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力に'''ボタンルック''を追加しました。 Automatic unpause when starting or restarting a replay '''イグニッション'''「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は'''1%単位'''で調節することができるようになりました。 '''ESCメニュー'''改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 '''WRONG WAY''' 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『'''リセット'''(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「'''always''' 」と「'''never''' 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で'''2000'''のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから'''除く'''システムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや'''先読み'''をするようにしました。 「new colours」はスキン選択と'''統合'''されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、'''最高8つ'''のTCPまたはUDP接続を許可します。 '''より多くの'''レーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレイヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) '''新しい『 /i 』コマンド'''はレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 '''/p_clear''' 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレイヤー'''全員をピットに移動'''することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。 ディスコネクション(回線断線)'''理由'''のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする'''日数を入力'''できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 615c084be21856f3f8b82df6c4ed0871b2430f74 1688 1687 2007-06-02T11:08:30Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W36''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレイヤー:''' 最高'''47'''人のゲストが、ホストに接続できるようになりました。 マルチプレイヤーレースにおいて同時プレイ台数が最大'''32'''台まで増えました。 デモでは、15人が接続することができます。 '''フライングスタート'''を導入しました。 スタートライトの赤と緑の間の'''時間'''を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると'''自動的にSpectate'''するようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 '''F11メニュー'''でハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が'''延長'''されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、'''1%'''~100%になりました。 予選とプラクティスは、'''ピットレーン'''からのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレイヤーで、最高'''20台'''のAI車を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、'''シングルプレイヤーモード'''でも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 新しい'''ハンディキャップシステム'''。(車のセットアップ画面で設定) クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を'''変更'''できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を'''削除'''しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます '''ペナルティーの理由'''を画面にテキスト表示するようになりました。 「 Display 」オプションに、'''バーチャルステアリングゲージ'''の表示・非表示を追加。 「 Display 」オプションに、'''スモールマップの回転'''を追加。 '''インターフェース:''' ピットから直接'''spectate'''するボタンを追加しました。 TrackIRの'''6軸'''検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 '''SHIFT+P''' 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 '''SHIFT+O''' 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 '''SHIFT+S'''(spectate)」と「 '''SHIFT+P'''(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力に'''ボタンルック''を追加しました。 Automatic unpause when starting or restarting a replay '''イグニッション'''「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は'''1%単位'''で調節することができるようになりました。 '''ESCメニュー'''改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 '''WRONG WAY''' 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『'''リセット'''(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「'''always''' 」と「'''never''' 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で'''2000'''のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから'''除く'''システムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや'''先読み'''をするようにしました。 「new colours」はスキン選択と'''統合'''されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、'''最高8つ'''のTCPまたはUDP接続を許可します。 '''より多くの'''レーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレイヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) '''新しい『 /i 』コマンド'''はレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 '''/p_clear''' 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレイヤー'''全員をピットに移動'''することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。 ディスコネクション(回線断線)'''理由'''のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする'''日数を入力'''できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] fb337d71bb43e58e28aedf5daf93d3dabab1a42d 1690 1688 2007-06-02T11:09:42Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W36''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレイヤー:''' 最高'''47'''人のゲストが、ホストに接続できるようになりました。 マルチプレイヤーレースにおいて同時プレイ台数が最大'''32'''台まで増えました。 デモでは、15人が接続することができます。 '''フライングスタート'''を導入しました。 スタートライトの赤と緑の間の'''時間'''を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると'''自動的にSpectate'''するようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 '''F11メニュー'''でハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が'''延長'''されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、'''1%'''~100%になりました。 予選とプラクティスは、'''ピットレーン'''からのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレイヤーで、最高'''20台'''のAI車を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、'''シングルプレイヤーモード'''でも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 新しい'''ハンディキャップシステム'''。(車のセットアップ画面で設定) クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を'''変更'''できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を'''削除'''しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます '''ペナルティーの理由'''を画面にテキスト表示するようになりました。 「 Display 」オプションに、'''バーチャルステアリングゲージ'''の表示・非表示を追加。 「 Display 」オプションに、'''スモールマップの回転'''を追加。 '''インターフェース:''' ピットから直接'''spectate'''するボタンを追加しました。 TrackIRの'''6軸'''検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 '''SHIFT+P''' 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 '''SHIFT+O''' 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 '''SHIFT+S'''(spectate)」と「 '''SHIFT+P'''(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力に'''ボタンルック''を追加しました。 Automatic unpause when starting or restarting a replay '''イグニッション'''「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は'''1%単位'''で調節することができるようになりました。 '''ESCメニュー'''改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 '''WRONG WAY''' 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『'''リセット'''(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「'''always''' 」と「'''never''' 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で'''2000'''のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから'''除く'''システムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや'''先読み'''をするようにしました。 「new colours」はスキン選択と'''統合'''されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、'''最高8つ'''のTCPまたはUDP接続を許可します。 '''より多くの'''レーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレイヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) '''新しい『 /i 』コマンド'''はレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 '''/p_clear''' 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレイヤー'''全員をピットに移動'''することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。 ディスコネクション(回線断線)'''理由'''のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする'''日数を入力'''できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 98a6bcb1420e3afea209c9d6361b0058f44ca9da 1696 1690 2007-06-03T00:30:57Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W40''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレーヤー:''' '''最高47人'''のゲストが、ホストに接続できるようになりました。 マルチプレーヤーレースにおいて同時プレイ台数が'''最大32台'''まで増えました。 デモでは、15人が接続することができます。 '''フライングスタート制'''を導入しました。 スタートライトの赤と緑の間の'''時間'''を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると'''自動的にSpectate'''するようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 '''F11メニュー'''でハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が'''延長'''されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、'''1%'''~100%になりました。 予選とプラクティスは、'''ピットレーン'''からのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレーヤーで、'''最高20台のAI車'''を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、'''シングルプレーヤーモード'''でも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 新しい'''ハンディキャップシステム'''。(車のセットアップ画面で設定) クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を'''変更'''できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を'''削除'''しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます '''ペナルティーの理由'''を画面にテキスト表示するようになりました。 「 Display 」オプションに、'''バーチャルステアリングゲージ'''の表示・非表示を追加。 「 Display 」オプションに、'''スモールマップの回転'''を追加。 '''インターフェース:''' ピットから直接'''spectate'''するボタンを追加しました。 TrackIRの'''6軸'''検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 '''SHIFT+P''' 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 '''SHIFT+O''' 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 '''SHIFT+S'''(spectate)」と「 '''SHIFT+P'''(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力に'''ボタンルック'''を追加しました。 Automatic unpause when starting or restarting a replay '''イグニッション'''「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は'''1%単位'''で調節することができるようになりました。 '''ESCメニュー'''改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 '''WRONG WAY''' 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『'''リセット'''(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「'''always''' 」と「'''never''' 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で'''2000'''のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから'''除く'''システムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや'''先読み'''をするようにしました。 「new colours」はスキン選択と'''統合'''されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、'''最高8つ'''のTCPまたはUDP接続を許可します。 '''より多くの'''レーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレーヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) '''新しい『 /i 』コマンド'''はレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 '''/p_clear''' 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレーヤー'''全員をピットに移動'''することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。 ディスコネクション(回線断線)'''理由'''のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする'''日数を入力'''できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 7919ec0cd6084f5b4e1f65b1b5b2c999e04b8cd8 1700 1696 2007-06-07T16:02:53Z Y.GOD 7 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W40''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレーヤー:''' '''最高47人'''のゲストが、ホストに接続できるようになりました。 マルチプレーヤーレースにおいて同時プレイ台数が'''最大32台'''まで増えました。 デモでは、15人が接続することができます。 '''フライングスタート制'''を導入しました。 スタートライトの赤と緑の間の'''時間'''を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると'''自動的にSpectate'''するようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 '''F11メニュー'''でハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が'''延長'''されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、'''1%'''~100%になりました。 予選とプラクティスは、'''ピットレーン'''からのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレーヤーで、'''最高20台のAI車'''を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、'''シングルプレーヤーモード'''でも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 新しい'''ハンディキャップシステム'''。(車のセットアップ画面で設定) クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を'''変更'''できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を'''削除'''しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます '''ペナルティーの理由'''を画面にテキスト表示するようになりました。 「 Display 」オプションに、'''バーチャルステアリングゲージ'''の表示・非表示を追加。 「 Display 」オプションに、'''スモールマップの回転'''を追加。 '''インターフェース:''' ピットから直接'''spectate'''するボタンを追加しました。 TrackIRの'''6軸'''検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 '''SHIFT+P''' 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 '''SHIFT+O''' 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 '''SHIFT+S'''(spectate)」と「 '''SHIFT+P'''(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力に'''ボタンルック'''を追加しました。 Automatic unpause when starting or restarting a replay '''イグニッション'''「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は'''1%単位'''で調節することができるようになりました。 '''ESCメニュー'''改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 '''WRONG WAY''' 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『'''リセット'''(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「'''always''' 」と「'''never''' 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で'''2000'''のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから'''除く'''システムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや'''先読み'''をするようにしました。 「new colours」はスキン選択と'''統合'''されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、'''最高8つ'''のTCPまたはUDP接続を許可します。 '''より多くの'''レーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレーヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) '''新しい『 /i 』コマンド'''はレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 '''/p_clear''' 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレーヤー'''全員をピットに移動'''することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。 ディスコネクション(回線断線)'''理由'''のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする'''日数を入力'''できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 5ceb8c989d577bf8cf6327a38893a6a68fed53ab Host チュートリアル 0 1432 1656 2007-04-11T12:03:38Z Y.GOD 7 wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) f917cec62cbed8ad6a79d167e32cf5175b49c061 1658 1656 2007-04-11T12:06:47Z Y.GOD 7 /* Bandwidth Calculations */ wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Hosting#Firewalls|Firewalls]] * [[Hosting#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> abe0793a7cbebd4a737e1d94aa146ef8d2661902 1659 1658 2007-04-11T12:08:52Z Y.GOD 7 /* Bandwidth Calculations */ wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) == Host commands == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === Simple commands with no parameter === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === Commands with a parameter - entry screen mode === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high /autox X :load autocross layout named X for this track /axclear :clear autocross layout === Commands with a parameter - any time === /axlist X :get list of layouts for track X - e.g. AU1 /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === Kick and ban commands - any time === /spectate X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === Penalty commands - during a race === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X === Host settings commands === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :see below : "Car Strings" === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Hosting#Firewalls|Firewalls]] * [[Hosting#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> 3081f64be8bf42c7498abd36b3d7f19c8c200911 1660 1659 2007-04-11T12:10:22Z Y.GOD 7 /* Bandwidth Calculations */ wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) f917cec62cbed8ad6a79d167e32cf5175b49c061 1661 1660 2007-04-11T12:11:47Z Y.GOD 7 /* Bandwidth Calculations */ wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Hosting#Firewalls|Firewalls]] * [[Hosting#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> abe0793a7cbebd4a737e1d94aa146ef8d2661902 1662 1661 2007-04-11T12:12:34Z Y.GOD 7 /* Running a LFS Server */ wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Hosting#Firewalls|Firewalls]] * [[Hosting#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> == Host commands == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === Simple commands with no parameter === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === Commands with a parameter - entry screen mode === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high /autox X :load autocross layout named X for this track /axclear :clear autocross layout === Commands with a parameter - any time === /axlist X :get list of layouts for track X - e.g. AU1 /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === Kick and ban commands - any time === /spectate X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === Penalty commands - during a race === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X === Host settings commands === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :see below : "Car Strings" === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. 6fbeece665eb2febc231489172e4cae3132691af 1663 1662 2007-04-11T12:13:39Z Y.GOD 7 /* Running a LFS Server */ wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Hosting#Firewalls|Firewalls]] * [[Hosting#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> == How to play LFS on a LAN == ''by danowat'' Firstly you need to decide which PC will HOST the game, go to this PC and find out its IP address, you can do this by going to START, RUN, CMD, IPCONFIG /ALL. [[image:Lan1.jpg]] Note down your IP address, it should be in the range 192.168.0.0, if it isnt then you either need to set it to a proper LAN IP range (192.168.0.0), or if you have XP (certainly PRO, not sure if it works in HOME) you can assign more than one IP address. [[image:Lan2.jpg]] Once you have the IP address changed and/or noted, you can now proceed in starting LFS on the HOST machine, click the Multiplayer button, then click Start new game, you will be presented with this screen. [[image:Lan3.jpg|800px]] Notice at the top you have 3 options, LOCAL, INTERNET and HIDDEN, as you are making a LAN only game click LOCAL, game name can be anything of your choosing, but CAN'T be blank, password can be left blank, IP address MUST be the same is the IP address on the host machine, and port needs to be a port that is open on your firewall, here I have 63392, yours may be different but you MUST note down which port you use. Select the other settings to your preference and click GO, once the game has loaded go to each CLIENT machine and proceed to join the game on each CLIENT machine. Again, the CLIENT machines MUST have a valid IP range, if not change or add as described earlier. Click Join Specific game, next click LOCAL NETWORK, enter the HOST IP address,the HOST port and the HOST password, now click go and you should connect to the host machine, if you don't and get client connect either your firewall is blocking the traffic on either HOST or CLIENT machine, or your IP address/port selections are wrong. [[image:Lan4.jpg|800px]] It certainly works on a LAN, but it just takes a little time to get it running. == Host commands == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === Simple commands with no parameter === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === Commands with a parameter - entry screen mode === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high /autox X :load autocross layout named X for this track /axclear :clear autocross layout === Commands with a parameter - any time === /axlist X :get list of layouts for track X - e.g. AU1 /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === Kick and ban commands - any time === /spectate X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === Penalty commands - during a race === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X === Host settings commands === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :see below : "Car Strings" === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. cc24fde5013eda68cb2933db3e9a3535a59794d1 1665 1663 2007-04-11T12:21:46Z Y.GOD 7 wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Hosting#Firewalls|Firewalls]] * [[Hosting#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> == Host commands == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === Simple commands with no parameter === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === Commands with a parameter - entry screen mode === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high /autox X :load autocross layout named X for this track /axclear :clear autocross layout === Commands with a parameter - any time === /axlist X :get list of layouts for track X - e.g. AU1 /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === Kick and ban commands - any time === /spectate X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === Penalty commands - during a race === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X === Host settings commands === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :see below : "Car Strings" === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. == How to play LFS on a LAN == ''by danowat'' Firstly you need to decide which PC will HOST the game, go to this PC and find out its IP address, you can do this by going to START, RUN, CMD, IPCONFIG /ALL. [[image:Lan1.jpg]] Note down your IP address, it should be in the range 192.168.0.0, if it isnt then you either need to set it to a proper LAN IP range (192.168.0.0), or if you have XP (certainly PRO, not sure if it works in HOME) you can assign more than one IP address. [[image:Lan2.jpg]] Once you have the IP address changed and/or noted, you can now proceed in starting LFS on the HOST machine, click the Multiplayer button, then click Start new game, you will be presented with this screen. [[image:Lan3.jpg|800px]] Notice at the top you have 3 options, LOCAL, INTERNET and HIDDEN, as you are making a LAN only game click LOCAL, game name can be anything of your choosing, but CAN'T be blank, password can be left blank, IP address MUST be the same is the IP address on the host machine, and port needs to be a port that is open on your firewall, here I have 63392, yours may be different but you MUST note down which port you use. Select the other settings to your preference and click GO, once the game has loaded go to each CLIENT machine and proceed to join the game on each CLIENT machine. Again, the CLIENT machines MUST have a valid IP range, if not change or add as described earlier. Click Join Specific game, next click LOCAL NETWORK, enter the HOST IP address,the HOST port and the HOST password, now click go and you should connect to the host machine, if you don't and get client connect either your firewall is blocking the traffic on either HOST or CLIENT machine, or your IP address/port selections are wrong. [[image:Lan4.jpg|800px]] It certainly works on a LAN, but it just takes a little time to get it running. == Hosting for Dummies == A beginners guide to hosting. This little guide is written to help people understand the basics of hosting. I have tried to keep away from the technical babble, but some basic knowledge is needed, so lets go on to chapter one: Internet basics. === Internet Basics === All Internet communications is using 3 main parts: IP addresses: This is the address you have, or the address of the host you are connecting to. Ports are used to keep traffic separated, and give the ability to have several services (like http @ port 80, https @ port 443) or programs running at one IP-address. Protocols are the “language” used. For LFS we need TCP and UDP. TCP is using “Handshake” for each packet, so that every packed delivery is confirmed. This creates more traffic, but is reliable and sender knows that data was delivered. TCP also resends packets that were lost automatically. LFS uses TCP for control data, like race restarts. UDP is just sending packets, and hope they arrive at the recipient. It’s much quicker method, but unreliable. LFS uses UDP for sending car position data. To be able to communicate we need some hardware: NIC: Network Interface Card, or for short: Network card. Routers keep track of where to send the traffic. Some services: DNS Dynamic Name Server, this helps you to use names for hosts, so you just need to remember www.google.com, instead of 66.102.11.99 (Google’s IP-address) DNS is not necessary for LFS, but used for almost everything else … Security: Firewall is a system or program used to only let approved traffic thru. And finally, some other terms used: DHCP, Dynamic Host Configuration Protocol. This is assigning a unused IP-address automatically, helping to reduce the number of unused IP-addresses. Some ISPs force a new IP-address every now and then. Public IP is the IP-address you use to connect to the Internet, or the IP you connects to. This must be a unique address (You will be assigned this from your ISP using your ISP’s DHCP-server) Also called “outside” Private IP Your home router assigns you a Private IP, this address is within some specific ranges, a common used range is: 10.x.x.x , the second range, the most common default for your typical home router is 192.168.x.x, The third range is 172.16-31.x.x. Also called “inside” NAT Network address Translation. This is a very clever system; it protects you very well from the Internet, and gives you the possibility to have several PC’s on the “Inside” [PC1] --> [PC2] --> [Router with NAT] --> Internet [PC3] --> When using NAT your Private IP address is translated to your Public IP, making it possible for you to get on the net Lots of stuff, and new words, but its needed to understand why you need port-mapping. Lets move on to “How it works” === How the Internet works === A simple sample, direct connection to the Internet: [PC1] --> [Internet] --> [www.google.com] Your PC has a valid Public IP, and you want to browse google’s web pages Your PC first makes a DNS lookup to find Google’s Public IP. Http is using Port 80, so your PC connects to Google’s public IP at port 80 and you can read the page. What you don’t see is that your PC is using an unused port above 1024 to connect to google, lets say, port 1050, so what really happens is: Your PC opens port 1050 for outgoing traffic, and sends a “Get” request to google’s web server at port 80. The server opens the file and sends it back to your client at port 1050. A sample with NAT, Connection with a router: [PC1] --> [PC2] -- [Router with NAT] --> [Internet] --> [www.google.com] [PC3] – Your PC has a valid private IP, and your Router has a valid Public IP Your PC request a page at Google, it uses a port over 1024, lets reuse 1050. The request goes thru your Router, and is translated to your routers public IP, with a new port, lets say the request that reaches google.com is from your routers public IP at port 23050. Google answers back to your routers public IP at port 23050, and it remember that it was your PC, at its Private IP and at port 1050 the request came from and sends the data back to your PC’s Private IP at port 1050. LFS's default server port is 63392, which means your PC uses a port higher than 1024 and connects to the LFS hosts IP at port 63392. LFS can be set to use any port. Still hanging on? Lets move on to Security === Security === Security is a BIG issue when connected to the Internet. “Out there” you have hackers and Internet spreading viruses that wants to spoil your fun, it’s just like the demo servers ;) To protect yourself you must use a firewall. The most common thing is the built in firewall in Windows XP. This is turned on when enabling the Internet connection sharing function. Windows XP SP2 also turns the firewall on by default. Another common solution is a “Personal Firewall” This is an application you run on your computer. Making sure that only approved programs can access the Internet. The usual way is: when a “new program” request a internet connection, a dialog pops up asking you to grant or deny access, or grant a permanent access. Another solution is to have an extra “box”, a PC or a “Black box” (black box is a term for a system running a “unknown” OS with a “unknown” firewall). At home this is most commonly your home gateway. It’s a small box with lots of lights on it. ;) It can also run on a separate PC, using Linux (or other Unix-like OS, FreeBSD is very secure and quite popular), but if you have that solution you probably are no dummy and don’t need to read this guide. Most external router/firewall solutions come with NAT. The default behaviour of NAT makes sure that NO connections from the outside makes it thru the router, but ANY connection from the inside will be let out. Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Still hanging around? Wanna be crazy? Go on to “Security, the tuff stuff” Or just a little bit crazy? Check out, “LFS hosting with a firewall” Or move on to “why we need port mapping” === Security the tuff stuff ...=== WARNING This chapter may make you feel dizzy or fall asleep The problem with an external firewall is that it doesn’t see which application that is requesting Internet access. It needs rules for the traffic. The first rule is usually “DENY ALL” everything is closed if not a specific rule allows it. New sample: [PC1] --> [PC2] --> [Router with NAT and Firewall] --> [Internet] --> [LFS Host@port 63392] [PC3] --> PC1 wants to connect to a LFS host at the Host IP and port 63392. To get this traffic thru the router, the router must have a rule that: Allow PC1 to connect to the LFS host, at its IP address and port 63392. But, there is not only one LFS host out there so the rule needs an update: Allow PC1 to connect to ANY host at port 63392 And then someone else in your company wants to try LFS, new update: Allow ANY pc to connect to ANY host at port 63392 OK, not too bad. Outbound traffic to a specific port is usually granted already (e.g. to be able to browse the Internet you must be able to use port 80 (http)). But LFS can use any port and now you will dig a real hole in the firewall: Allow ANY pc to connect to ANY host at ANY port. Most company firewall operators do not want to use “Any”, as this gives no control. 3x ANY in one line is something you really don’t want. Therefore, playing LFS behind a company firewall can be very hard. Hosting LFS behind a company firewall will usually be impossible... Allow all out deny all in setup is actually a very good firewall for home use, but if you download a program, lets call it Crack.exe, that really is a small program recording your bank account information, and sending it to a host outside, you will never see it, without a Personal Firewall. But … who runs software downloaded from the net without running a virus-scan? ;) Lets move on to “Hosting LFS with a firewall”. === LFS Hosting with a firewall === WARNING This chapter is also tuff one... Because of DENY ALL IN rule, you must set up a rule for your LFS host. Your firewall must let incoming traffic to port 63392 (default LFS, or any other port you decided to use in server configuration) pass thru. Remember that LFS is using both TCP and UDP protocols. The rule will look something like: Allow ANY Source IP to connect to your LFS host IP at port 63392 (using both TCP and UDP). Some firewalls have problems with UDP. If this is the issue, your host will be visible on the master list, but no one will be able to connect. I would recommend to disable the personal firewall when testing, especially if you are behind a router with NAT. Just remember to enable it when done testing. (For home users with residential gateways this would mean pulling cables and changing setups. I wouldn’t recommend that. If you are setting up the server behind a home gateway, I guess the best way to test would be to have a friend that you can call and ask to try and connect to your server.) Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Now we should be able to understand “why we need port mapping” === Why we need port mapping === When hosting, you want other people to be able to connect to your LFS host. Going back to the Router with NAT example: [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] – The router just blocks all traffic from the outside. So we need to create a port mapping to tell the router that this is traffic we want to deal with. A port mapping tells the router that all traffic from the outside to port 63392 (default for LFS) will be sent to an IP on the inside at port 63392. [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] <-- Remember: The port mapping must include both TCP and UDP How this is set up depends on your router. Most home routers provide a web interface to configure the router; some have a separate program running on your PC for configuration. Some routers also have the possibility to use “telnet” to change the configuration (start – run – cmd – telnet 10.0.0.1 (or 192.168.0.1 or 192.168.1.1 or any other IP address of your router)) Read the manual, check your ISP's faq, ask your ISP. Most home gateways will let you set them up via web interface. Open your web browser and enter http://192.168.0.1 (or other possible addresses). You will almost certainly be asked for username and password by the router. If you don’t know the password for your router configuration you have three options: 1) Your password is the default factory one: Check you router manual to find out the default password and change it. 2) Your password is not default one and you never changed it yourself: This is most common with routers that were provided by your ISP as part of the service. ISP sometimes sets their own passwords, so that you cannot change the configuration and complain to customer support about it. You will have to talk to your ISP customer support in that case. 3) You changed your password, but forgot it: This is the worst case. You can reset the password by doing the “hard reset” procedure on router to reset to defaults. DON’T DO THIS UNLESS YOU KNOW ALL ABOUT YOUR ROUTER! Resetting the router means all configuration needs to be entered again. See the “routers guide” and check if your router is in there. Problems? LFS is using a very high port. Some routers use a high range for “outgoing NAT”. Some ISPs also reserve these high ports for their internal use. If your router/ISP does this you must: Exclude the “LFS range” from the “outgoing NAT” range or Use a lower port for LFS Some ISPs force your router to change IP every now and then. This is not good for the clients connected when this happens, but (AFAIK) the LFS host reconnects to the master server and updates its new IP. === Routers guide === Here I have a plan to add guides to set up port mapping on specific routers... See here how to forward ports on your hardware firewall/router<br> http://portforward.com/routers.htm Netopia 4542 router D-link 804HV Setting up a LFS Host Technical background Here I have tried to collect some words about hosting, and LFS.. TCP and UDP in LFS (By Scawen) The TCP connection of course has to work because the in-sync game code relies on TCP, as everything needs to match, and stay in sync. But the position updates (PosPackets) don't match perfectly, because they are run without delay (there is always "error" in remote car positions - seen as warping - because of inevitable time delay) and that system uses UDP packets because they are quicker but do suffer from packet loss and it's better to forget about ones that didn't arrive and just use the next packet that does arrive). However, guests which are failing to receive UDP packets can request the host to send TCP PosPackets to the guest, and it will do so. But guests *never* send TCP PosPackets to the host. That's because sometimes guests are behind firewalls and for some reason can't receive UDP packets sent back to them - and another problem that a UDP connection that worked at first can later be "forgotten" by the router for some reason. However, they can always *send* UDP packets to the host, because the host must be properly set up on the internet, so the problem of losing the UDP connection in that direction shouldn't arise. So... in summary, it can work if the guest can't *receive* UDP packets, in which case it will request the PosPackets to be sent to it in TCP packets, but it must be able to *send* UDP packets because there is no fallback system in that direction. Ranges used for LAN games (aka. IETF private IP ranges): (By Scawen) These are the ranges : 10.x.x.x 192.168.x.x 172.16-31.x.x More info: http://www.suse.de/~mha/linux-ip-nat/diplom/ Why other ranges do not work: (by scawen) That's because direct connection is restricted to local networks. It's a security measure so that people who want to play on the Internet must go through the master server (not connect direct by IP, but they can simply connect by “name” to a "hidden" game for the same effect - this stops people with a hacked version being able to happily race over the internet). So I’ve researched the special IP addresses, which are reserved for local networks and allowed direct connection for those addresses. I don't really know why your network is using addresses outside the reserved IP address ranges. I guess there may be a good reason or else someone just chose the 200.x.x.x range because it sounded good? Don't know much about that really but you might not be able to connect to some "real" IP addresses in that range, and I guess that's why there are some special reserved ranges. {{Guides}} <!-- links to other languages --> [[de:Dedizierter Server]] c028d33418b99b205d52e0488f718d141597c353 トーク:Host チュートリアル 1 1433 1657 2007-04-11T12:05:11Z Y.GOD 7 wikitext text/x-wiki == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Hosting#Firewalls|Firewalls]] * [[Hosting#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> 7d1b311015ae278f9dafe41d71f47da7434afe26 LFSについて 0 1434 1664 2007-04-11T12:18:12Z Y.GOD 7 wikitext text/x-wiki [[image:Multiplay.jpg|thumb|An internet multiplayer race in S2 with the Formula XR]] [[image:Real.jpg|thumb|The amazing tyre flex physics in Live for Speed S2]] [[image:Setup.jpg|thumb|Choose between various setup settings]] [[image:LFS_800.gif|thumb|An old LFS logo]] [[image:Lfsveryold.jpg|thumb|An early development version of LFS]] [[image:Gtt miami.jpg|thumb|The GT Turbo in LFS v0.1 at an unpublished city track in Miami.]] Live for Speed is an online racing simulator developed by Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales). It's main features are the realistic physic engine and internet multiplayer.with up to 24 players. The game is only sold at the official website http://www.LiveforSpeed.com. You won't find it in any shops as the developers want to stay independent from any publisher, so they can include exactly the features they want to have in the game and do not have to change the game according to some manager's opinion. Starting as a demo in August 2002 more and more people tried the game and joined the internet community. With a lot of development progress the first stage (S1) of the game was published in July 2003. Two years later the S2 Alpha was released and is still under development. The three developers have a close connection to the community and you recently visit the official forum to get ideas what the players want to see in the game. The game is being developed all the time and new features are published in free patches. == Physics Engine == The outer loop of the physics and environment checks run at 100 Hz, but with 20 uninterruptable sub-updates inside that (tight loop on each car) so in one sense it's 2000 Hz physics. == History of LFS == * Sometime in 1999: Working on Lionhead's Black & White, Scawen starts to write a small stunt simulator with mouse steering in his free time * Spring 2001: After the release of Black & White, Scawen and Eric leave Lionhead to work fulltime on LFS * 18.08.2002: A user of the West Racing forum finds the demo test 0.04k on the internet and spreads the word about LFS: http://www.west-racing.com/forums/index.php?&act=ST&f=1&t=958&st=0 * 19.09.2002: The official LFS forum starts at Race Sim Central: http://forum.rscnet.org/forumdisplay.php?f=205 * 17.07.2003: Release of Live for Speed S1, the first full LFS release * 29.07.2003: The LFSWorld website goes online http://www.lfsworld.net/ * 25.06.2005: Release of the Live for Speed S2 Alpha * 10.08.2005: The new official LFS forum goes online: http://www.lfsforum.net == Major LFS Releases == * 18.08.2002: 0.04k - The first public LFS version ever * 06.09.2002: 0.1B - Demo test with added reversed track configs * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 17.07.2003: 0.3A - S1 * 05.04.2005: 0.5K - S2 Demo Alpha, features work-in-progress S2 physics but with only demo content * 25.06.2005: 0.5P - S2 Alpha, physics improved since 0.5K but still in development, full S2 content available == Complete List of LFS Releases == Note that this list exludes the numerous test patches that have been released === Demo Test era === * 18.08.2002: 0.04k - The first ever public version of Live for Speed * 31.08.2002: 0.04Q - ??? * 06.09.2002: 0.1B - Major update, lots of bug fixes and surprises * 11.09.2002: 0.1C - ??? * 15.09.2002: 0.1E - Greatly improved controller support * 11.10.2002: 0.1F - Replays controls, more options and improvements * 27.10.2002: 0.1H2 - Added multiplayer replays, other small improvements and bug fixes * 09.11.2002: 0.1J - Small improvements and bug fixes * 13.12.2002: 0.1N - Small improvements and bug fixes * 30.01.2003: 0.1P - Small improvements and bug fixes * 05.02.2003: 0.1Q - Small improvements and bug fixes * 19.02.2003: 0.1T - Small improvements and bug fixes * 04.03.2003: 0.1W - Mostly bug fixes * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 02.04.2003: 0.2B - Uses UDP packets for car position updates, various minor fixes * 02.04.2003: 0.2C - 0.2B had a bug and was replaced by 0.2C the same day * 07.05.2003: 0.2D - ??? * 01.06.2003: 0.2E - New SPR replay format (was GST format), added bump stops, gear ratios individually adjustable * 25.06.2003: 0.2F - Master server IP change update === S1 era === * 17.07.2003: 0.3A - First release with paid for content * 25.09.2003: 0.3B - Adds translations, fixes many bugs * 31.10.2003: 0.3D - Allows up to 16 players to race online at once (previously 12) * 15.12.2003: 0.3E - Adds a new car (MRT5) * 02.03.2004: 0.3F - Adds HVS support, in-game LFS World integration and makes changes to keyboard steering system (less assists) * 08.10.2004: 0.3H - Adds skid marks and improved online stability ''Missing info: 0.3C and 0.3G'' === S2 era === * 15.01.2005: 0.5D - S2 CMX viewer released so work on S2 skins could begin * 11.02.2005: 0.5F - Early alpha build leaked across the net at some point in March, S2 content included but only S1 content could be unlocked * 05.04.2005: 0.5K - Demo content only with numerous WIP improvements from v0.3 * 30.04.2005: 0.5L - Updated demo with the addition of clutch pack differentials and improved tyre heating * 17.06.2005: 0.5N - Updated CMX viewer released only * 25.06.2005: 0.5P - First official release with full S2 content * 27.11.2005: 0.5Q - Improved international support * 18.04.2006: 0.5S - Updated CMX viewer released only * 21.04.2006: 0.5T - Improved tyre & aero physics, a new car (BMW Sauber F1.06), two new configurations for Aston and much more * 29.04.2006: 0.5U - Adds Outguage system, server welcome messages, also fixes many small bugs * 22.12.2006: 0.5V - New engine sound system, improved multiplayer, auto-patcher system and many small GUI and usability improvements * 31.03.2007: 0.5W - Improved car sounds, various graphical updates, many small other improvements ''Missing info: 0.5M, 0.5O, 0.5R'' For more details see http://www.liveforspeed.net/?page=oldernews == The Development Team == <gallery> image:Dev_team.jpg|fltr.: Eric, Victor, Scawen image:Scawen.jpg|Scawen Roberts (and Leo) image:Eric.jpg|Eric Bailey image:Vic.jpg|Victor van Vlaardingen image:Sev.jpg|The dev team presenting the S2 Alpha in Denmark 2004 </gallery> == Interviews == * [http://www.textfiles.com/magazines/DEMONEWS/demonews.074 Victor, demonews dec 1994] * [http://www.planetblackandwhite.com/features/interviews/scawen.shtml Scawen, planetb&w - feb 2001] * [http://www.bhmotorsports.com/article/79 All, BHM - nov 2002] * [http://www.doupe.cz/h/Special/AR.asp?ARI=103555 All, doupe.cz - April 2003] * [http://boomtown.net/en_uk/articles/art.view.php?id=3900 Eric, Boomtown - dec 2003] * [http://nic.mm2c.com/index.php?page=inter_1 All, teamnic - Sept 2004] * [http://www.planet3dgames.de/index.php?site=news&id=1798 Victor, planet3dgames - march 2005] * [http://www.simracingportugal.net/lofiversion/index.php/t324.html All, simracingportugal - Mar 2005] * [http://www.liveforspeed.dk/index.php?option=com_content&task=view&id=15&Itemid=1 Victor, lfs.dk - march 2006] * [http://autosimsport.net/issues/autosimsport_v2i5.zip Victor & Scawen, Autosimsport May 2006 (p25)] * [http://www.liveforspeed.no/index.php?side=intervju&med=victor&spraak=engelsk All, lfs.no - Sept 2006] <!-- links to other languages --> [[de:Über LFS]] cddae10ef64af63de8cd824863200ec3da426ca6 テレメトリー 0 1435 1666 2007-04-11T12:22:39Z Y.GOD 7 wikitext text/x-wiki == F1PerfView == [[Image:F1perfview.jpg|thumb|F1PerfView]] By René Smit f1perfview@xs4all.nl Note: This guide has been abridged to the needs of LFS. The full version can be obtained here: http://www.xs4all.nl/~rsdi/docs/f1perfview_doc.html === What is it === F1PerfView is a telemetry viewer for Windows, supporting LFS replay analyser files. It includes a graph view, a text view, a statistics view, a time difference graph, and a track view. It also allows a combination of upto 256 perf files to be compared. The latest version can always be obtained at http://www.xs4all.nl/~rsdi/f1perfview.html === Getting Started === After you’ve started F1PerfView, the main window appears. From here you can open one or more telemetry files with File|Open, where you can specify the file type at the bottom of the dialog, under "Files of type:". If you usually want to load a specific type of telemetry file you can set the path that game in the Options dialog, for example "C:\LFS". You can also check "Use as default path" and "Use alternative file dialog" to select your files from a list that shows extra information, like laptimes. You can add more perf files for comparison with the File|Add Buffer command. These will appear in the same views as the first loaded perf files. Each perf file is stored in its own buffer. With the File|Delete Buffer command you can remove a buffer from the comparison. When choosing the File|Open command, all existing windows will be closed first. === Performance Data === ==== Data Items ==== Below is a list of all data items. Data items are what you find as types in the graph view, text view, and export dialog. Most data items values are shown in standard metric units. However, for some it's more convenient to show a converted value (e.g. km/h instead of m/s, or mm instead of m). If a data item uses a conversion unit, it will be listed in the description. '''Distance'''. Distance into track (not actual meters driven by car).<br> '''Time'''. Time, in seconds.<br> '''Speed'''. Speed, in kph or mph.<br> '''Steering'''. Steering angle, in degrees.<br> '''Throttle'''. Amount of throttle applied, ranging from 0.0 to 1.0.<br> '''Brake'''. Amount of brake applied, ranging from 0.0 to 1.0.<br> '''Revs'''. Engine revs, in rpm.<br> '''Gear'''. Ranging from -1 to 7 (-1 = reverse, 0 = neutral).<br> '''Ride Height'''. Ride height at all four corners, in mm. In graph view, the ride height from the setup is overlayed.<br> '''Ride Height slow part'''. Ride height without fast changes.<br> '''Suspension Travel'''. Suspension travel at all four corners, in mm. Note that the remaining suspension travel is shown (maximum suspension travel - packers - suspension travel). In graph view, the line [max. suspension travel - packers] is overlayed.<br> '''Suspension Travel slow part'''. Suspension travel without fast changes.<br> '''Wheel speed'''. Speed of each wheel, in kph or mph.<br> '''Wheel spin'''. Wheel speed minus car speed. Each wheel speed is adjusted using the car's wheel base and front and rear tread, because in a corner the outside wheel speed is higher than the inner wheel speed (if there's no wheel spin or locking).<br> '''Camber'''. Lean relative to road for each wheel. Static camber is overlayed.<br> '''Angle'''. Angle in degrees.<br> '''Longitudal Acceleration'''. Acceleration in longitudal direction, in G.<br> '''Lateral Acceleration'''. Acceleration in lateral direction, in G.<br> '''Acceleration'''. Combined longitudal and lateral acceleration, in G.<br> '''Steering Radius'''. The radius the car would drive with the current steering input (angle of front wheels), in meters.<br> '''Actual Radius'''. The radius the car is driving with (distance from car to center of turning circle), in meters.<br> '''Slip Angle'''. Difference between steering radius and actual radius, measured in steering degrees. Negative indicates understeer, positive indicates oversteer.<br> '''Ride Height - Suspension Travel'''. Difference between ride height and suspension travel.<br> '''Front Anti-roll bar Extension'''. Difference between left front suspension travel + packers and right front suspension travel + packers.<br> '''Rear Anti-roll bar Extension'''. Difference between left rear suspension travel + packers and right rear suspension travel + packers.<br> '''Tyre Load'''. Vertical force for each wheel.<br> '''Longitudal Tyre Force'''. Longitudal force for each wheel.<br> '''Lateral Tyre Force'''. Lateral force for each wheel.<br> === Wheel types === Below is a list of wheel types. These can be selected in the graph view, text view and export dialog. They are applicable for data items that have different values per wheel, like ride height. '''All Wheels'''. Special meta type for selecting all four wheels at once.<br> '''Left Rear'''. The left rear wheel (LR).<br> '''Right Rear'''. The right rear wheel (RR).<br> '''Left Front'''. The left front wheel (LF).<br> '''Right Front'''. The right front wheel (RF).<br> '''Sum'''. The sum of all four wheels.<br> '''Sum Rear'''. The sum of the rear wheels.<br> '''Sum Front'''. The sum of the front wheels.<br> '''Avg'''. The average of all four wheels.<br> '''Avg Rear'''. The average of the rear wheels.<br> '''Avg Front'''. The average of the front wheels.<br> '''Delta'''. The difference between average of the rear wheels and the average of the front wheels.<br> '''Delta Left'''. The difference between the left rear wheel and the left front wheel.<br> '''Delta Right'''. The difference between the right rear wheel and the right front wheel. === Views === After the file is loaded, a statistics view is shown (you can select a different view in the Options dialog). The Window menu offers commands to open three additional views on the perf file: a graph view, a text view, and a track view. When all views are closed, the perf files will be closed too. All views can be closed at once by closing the file with File|Close. ==== Statistics View ==== This view is the default view after loading a perf file. It shows information and statistics about this and the added perf files. Each perf file has its own column, where it gives the following information (inspired by Steve Pritchard’s Grand Prix Analyser for F1GP perf files): At the top various perf file specific information can be shown. The information shown depends on the perf file type. '''Lap time'''. The actual lap time driven in this lap.<br> '''Lap number'''.<br> '''Date'''. The date and time when the file was saved.<br> '''#Samples'''. The number of samples that are recorded in the perf file, which depends on the lap time and the frame rate.<br> '''Sample rate'''. This is simply the number of samples divided by the lap time. The number of samples and sample rate shown for F1RS perf files are only for distance, time, speed and revs. All the other values have a sample rate three times as low, and I just duplicate entries to make the sample rate equal for all graph types.<br> '''Average Speed'''. The first number is the average of speeds in all samples. The second number is the track distance divided by the lap time.<br> '''Minimum speed'''. '''Maximum speed'''. '''Average revs'''. '''Minimum revs'''. '''Maximum revs'''. '''Average throttle'''. The average amount of throttle during the lap, in percentage. Throttling full/between/none. "Full" means the percentage of 100% throttle during the lap, "none" the percentage of 0% throttle, and "between" the remaining percentage.<br> '''Average brake'''. The average amount of brake during the lap, in percentage.<br> '''Braking full/between/none'''. Similar to throttling full/between/none.<br> '''Free roll'''. The percentage of simultaneous 0% throttle and 0% brake during the lap.<br> '''Average steering'''. Usually, this is negative for a clockwise circuit and negative for an anti-clockwise circuit.<br> '''Maximum steering left'''. '''Maximum steering right'''. Note that steering right is shown negatively in the other views.<br> '''Gear shifts'''. The number of gear shifts, both up and down.<br> '''Driven distance'''. The actual distance driven by the car. A solid circle is drawn on the left of each perf file name using its own colour, to help identifying them in the graph view. Clicking on its header enables or disables the buffer. Disabled buffers are not shown in a graph view or track view. The statistics view can also be printed with File|Print. Select File|Print Preview to preview it before printing. ==== Graph View ==== [[Image:F1perfview.gif|thumb|F1PerfView]] This is the view that shows all the graphs of the perf files. Contrary to the internal perf viewers, only one graph type is shown at the same time. Multiple graph types can be viewed by opening additional graph views. The graph type on the y-axis can be selected with the combobox in the toolbar of this view’s window, labeled "Y". Since version 1.6, it's also possible to change the type on the x-axis, using the combobox labeled "X". Some graphs (e.g. Ride Height) only show one buffer at a time, since they show sub-graphs for each wheel. For these graph types, you can select a different buffer with the combobox at the top of this view, labeled "Buffer", or you can select a specific wheel with the combobox labeled "Wheel", which will show one wheel but all buffers. If one of these graphs is selected on the x-axis and not on the y-axis, the average of all wheels is taken as the x-value, unless a specific wheel is selected. Besides showing the common data items, the graph view can show a time difference graph. It shows the relative difference in lap time between all buffers. This is a special graph and cannot be selected on the x-axis. It always uses distance on the x-axis. You can temporarily remove the toolbar using the context menu (or Ctrl+B), to save space.<br> Two modes are available in the graph view: selection mode and cursor mode. The view defaults to selection mode. While in selection mode, a selection is made by dragging the mouse over the graph while holding down the left mouse button. Once a selection is made you can zoom in on the selection. Use the View|Zoom X, View|Zoom Y menu’s, or mouse wheel to zoom the graph in and out (use shift + mouse wheel for Y zooming). Zooming a selection is done by choosing View|Zoom X|Zoom Selection. To zoom back to the complete range select View|Zoom X|Zoom All. The range is shown as time and as distance in the status bar. Cursor mode is entered by selecting View|Cursor Mode. This will show a vertical cursor, which position can be changed by clicking the left mouse button on the graph. Shown at the top of the cursor are the values at that point of the graph. If the x-axis does not contain distance, then the cursor will be very small showing D: followed by the distance and then both the x- and y-value in parenthesis. Moving the cursor will then change the selected distance while the real cursor is a cross in the graph. Return to selection mode by selecting View|Cursor Mode again. Most commands are also available using short-cuts or the context menu (activated by right-clicking on the graph). In the graphs themselves you’ll notice little boxes with a number in them. These are the maximum y value (with the line downwards), minumum y value (with the line upwards), maximum x value (with the line leftwards), and minimum x value (with the line rightwards) for the shown selection. The x values are only shown if the x-axis does not contain distance. At the bottom left there is a little box showing the average y value for the selected distance. In the Brake graph you’ll also see additional boxes above each peak. These contain the distances at which full brake was applied, in metres. To turn off showing these numbers, invoke the Show Values command in the popup menu. With the combobox labeled "Wheel" you have the choice to show data for a specific wheel, wheel combination, or all wheels (default). When showing data for all wheels, you only see one buffer at the time (the selected one). When showing data for a specific wheel or wheel combination, the graph behaves like the other graphs so you can compare data from multiple buffers. Besides the wheel selection combobox you can see a button labeled "Sync". With this button you can toggle the synchronization of multiple graph views. When the button is depressed then zooming, scrolling and selecting a different buffer or cursor position will have effect also on all other views with this button depressed. ==== Text View ==== This view shows the actual data values. The text view can be synchronized with other views by selecting View|Synchronize or right-clicking in the text view and toggling "Synchronize" in the context menu. It will then limit the perf records according to the zoomed selection in graph views, set the selected row to the cursor position in the graph view and vice versa, and show the same buffer as the graph view. This can be overridden by selecting a different buffer using the context menu (buffer <default> uses the one from the graph view). Columns can be added or removed using the context menu. Clicking on the column header will sort on that column. Clicking again will reverse the sorting. Hold the Ctrl key to sort on extra columns. ==== Track View ==== This view shows driving lines of the cars and optionally an underlying track map. ==== Driving lines ==== If the view is synchronized, it will scroll along with the other views, and lines outside of the selected range will be gray. The little dots in the picture are the center of car radii. The larger white dots on the driving lines indicate the current cursor position. ==== Track map ==== You can scroll manually by using the num-locked keypad keys, or by left-clicking the mouse, holding it, and then moving the mouse. Zooming is done with the default zoom buttons/accelerators and with the mouse wheel. Double-clicking will reset the zoom/scroll positions, and another double-click will undo that. Use the context menu to toggle drawing of the different parts of the track. For LFS it only works if it can load exported track data. These .SMX files have to be extracted to a directory called data\smx within the LFS directory. You have to create the smx subdirectory within the data directory yourself. Also make sure to specify the LFS directory in the F1PerfView options, so it can find these files automatically. The track view shows a detailed coloured top-view of the track, including kerb stones, checkpoints, and all sorts of objects. Use the context menu to enable/disable checkpoints. === Exporting Perf Files === Perf files can be exported to an ascii file (or .csv file) by selecting the File|Export command. It will show a dialog where you can select all data types you wish to export. It's possible to export multiple buffers. They will simply be appended to each other. For each type you can enter a range that will make sure that only lines are exported that have all columns within (or optionally outside of) the specified range. An additional checkbox "Selected range only" can be checked to easily set the distance range to the last zoomed in range in a graph view. Header and column names are optional. === Options === Use the menu command View|Options to open the options dialog. In this dialog you can change the following options: '''Primary Game'''. Select the game you usually use F1PerfView for.<br> '''Path'''. Enter the path for each game you're using. Especially important for LFS as it is needed for the track view, and F1PerfView can't determine its path by itself.<br> '''Use path as default'''. If checked, the file open dialog will default to the game's perf file path. The relative directories is "data\raf" for LFS. If not checked, the current directory will be used.<br> '''Use alternative file dialog'''. If checked, the file open dialog will be replaced by a special dialog that shows lap time, track, lap number and date. It lacks directory browsing, but instead it shows all files recursively at once.<br> '''Flicker-free drawing'''. If checked, the graph view and track view will be drawn without flickering (which is a bit slower).<br> '''Use metrics'''. If checked, all distances/speeds units will be metric, else they will be English.<br> '''Open file with'''. Select the view that each opened perf file will start with.<br> '''Statistics print header'''. The header line that will be printed above the statistics. === Using F1PerfView with LFS === There is a vast and frankly daunting amount of information available from F1PerfView and it’s not presented in the most userfriendly or understandable format. I’m not about to explain everything it can do, mainly because that would take a considerable effort on my part. However I will explain the basics of it so you can play around with it yourself. First, you need to drive some laps in a car of your choice, around a track of your choice, and save a replay of it. When watching the replay, decide on the lap you want to analyse (preferably a clean, fast lap) then, on the lap before, bring up the ingame menu and click on “output lap data”. Enter a filename and click OK. The next time your car crosses the start/finish line, output of lap data will begin and continue until either you end the replay, the replay ends, or your car cross the start/finish line again. Once this has been completed, you will have one or many .RAF (Replay Analyser File) files in your “raf” folder, which is located inside the “data” folder of the main LFS folder (which will be wherever you extracted the game). Assuming you have downloaded and installed F1PerfView (see the link at the start of this guide), you will be able to open these files from within the program. From here you will be presented with “Stat View” a basic table of information and statistics about the lap your drove. There are three other options: '''Graph View''' – the easiest to comprehend and probably the most useful because of this, it allows you to select what information you’d like to display along each access (I’d recommend leaving distance as the x axis for most graphs) and to view a whole wealth of information. Interpreting what it all means though isn’t easy, and deciding how to improve your setup/driving from it, is even harder. I’m sure there must be a guide for F1PerfView out there someone so I won’t go into further detail on the graphs. '''Text View''' – if you’re feeling particularly nerdy, you can view the raw data outputted by LFS and analyse it that way, though unless you actually need proper reading I’d suggest sticking with the graph view. '''Track View''' – this is handy because it allows you to see exactly where on the track you were when a particular piece of information was recorded. So, for example, if you were looking for more grip on a particular corner, you could look up the data when the dot on the map is at that corner and look at the telemetry there to hunt for problems. There are various other buttons which I also won’t explain here – just have a play, everything is quite simple. Finally, another particularly useful option is that you can export data to other formats (namely CSV) so that you can open the data in another application – such as a spreadsheet – for further analysis. == Analyze for Speed == Analyze For Speed is a tool which can be used for displaying and analyzing Live For Speed replays (.raf extension) in a fully 3D-rendered environment. AFS is able to load and play up to six replays simultaneously making it very easy to compare the driving lines. You can also analyze the telemetry data as it is presented at the same time as the replay is played back. Playback speed can be changed as well. The tool has been created by Jay Heggerud up to version 0.05. After that Jussi Mäkelä has taken over the development of AFS.<br> Jay's home page for AFS is http://www.ctd-racing.com/AFS/ The tool develops constantly and you will find bugs in it but please bear with it. Whenever you think you've found a bug, please contact the author: xjussix@ctd-racing.com === Installation === AFS comes with a simple installer, just follow the instructions and you'll be alright. By default AFS will be installed in Program Files\AnalyzeForSpeed. === Features === * Load multiple replays and draw them on the track * "Play" the replays back at various speeds and synchronize replays at custom points on the track * Lap telemetry overlay * Chase & top-down views * User-selectable display units * Under braking the racing line can be optionally be drawn with different colour * AFS will show if loaded lap(s) is a HLVC legal lap or not * AnalyzeForSpeed can now be installed outside the LFS directory === Notes === * Ticking / unticking "Faded racing line under braking" in preferences will come into effect after restarting AFS! * You must also download the SMX files from http://www.liveforspeed.net/?page=analysers === RAF Files === LFS Replay Analysers work by reading a RAF file created by Live for Speed and displaying the data in their own way on graphs or map displays. To create a RAF file, record a single player replay and then watch the replay. At any time during the lap BEFORE the lap you wish to analyse, press ESC and click on "Output lap data" and type in a name for the RAF file. Output will start when the car crosses the finish line. The RAF will be stored in the "lfs\data\raf" folder. === FAQ === ''Why place the dividing line in the middle of the straight?''<br> It becomes obvious that it would be great to place the segment divisions just before a corner. Unfortunately this becomes impossible due to different drivers, cars, and race conditions. The best compromise tends to be somewhere in the middle of a straight. ''But I want to analyze the corner!''<br> Good point. AFS includes the ability for automatic corner detection. It should be noted however that since the corner is automatically detected, this point will vary from replay to replay. <!-- links to other languages --> [[de:Telemetrie]] 037d4676d5e15de96bba6404a9a8c6a8dfe238ad FAQ 0 1436 1667 2007-04-11T12:23:39Z Y.GOD 7 wikitext text/x-wiki == Wheel Problems Troubleshooting == [[Image:Momo.jpg|thumb|The black Logitech Momo Racing.]] === Logitech DFP and Momo === It is not uncommon for mass-produced devices with moving parts to harbour a few gremilins and Logitech controllers are no exception. There are a few issues which many Logitech users have in common and some may be addressed by applying software patches or using new drivers and software written for just this purpose. While some problems may be hardware or design issues (therefore can't be fixed by software), others may be rectified by trying the software fixes available. If your controller shows signs of a shifting centre for example, you can try the official Logitech fix for that problem. Before you post your Logitech problems on the Live For Speed Forums please check out the [http://www.wingmanteam.com/ Wingman Team Web Site] first to see if others have had the same problems you are having. Try the new drivers and other fixes that relate to your controller and see if you can solve some of the common problems that other people also have with their controller. Other utilities can be found on the Wingman Team site including DX Tweak2 which works for other controllers too, not just Logitech ones. Please visit the site and try to fix your problems. This may save several similar topics being created here every time someone experiences a typical fault. Many people have reported that their controller issues were solved by patching their software or updating to newer versions. If all else fails then contact Logitech for a replacement controller (if your warranty has not yet expired). === Hardware Problems === [[Image:Dfp.jpg|thumb|The inside of a DFP. Most wheel problems can be fixed without opening it.]] There are a few issues that can be identified that may lead to an under-performing controller. If your controller is still covered by the manufacturer's warranty it is wise to enquire about a replacement. Pulling your controller to pieces, or even removing one screw, will void your warranty so consider whether or not repairs are worth doing before becoming Dr Frankenstein. If you have no choices left then try [http://web.axelero.hu/mozso/momo_e5.html this] link. Although the site features a Momo, the information can be easily applied to the DFP as well. Replacement *pots, springs etc are not available seperately. Special lubricant (grease) is used inside the controllers and you should be able to buy some from an electronics or hobby store. '''Normal lubricants are unsuitable and may corrode the plastic itself.''' * Try the software fixes listed above before assuming that you have a hardware problem. * If you are still covered by warranty, seek a replacement wheel from the manufacterer rather than repairing or modifying your controller. * If you dismantle or repair your controller you do so at your own risk. Damage to the controller or your person is your reponsibility. Don't forget to check our hardware section for more discussion on wheels and other controllers. ''Pot: Nickname for [http://en.wikipedia.org/wiki/Potentiometer potentiometer]. This is a small device used in analogue wheel/pedal or joystick that measures the movement of the wheel or pedal and sends signals to the PC so that your action can be reflected in the software.'' <!-- links to other languages --> [[de:Hardware]] 3208d63c91a5c97467d2388a773987e857e4cb02 用語集 0 1426 1668 1603 2007-04-11T12:28:05Z Y.GOD 7 /* A */ wikitext text/x-wiki © [http://sponsoring.allianz.com/en/formula1/index.html Allianz Media Center] == A == '''ABS (アンチロック・ブレーキ・システム)''' This electronic system prevents the wheels from locking when the brakes are applied forcefully. Using sensors, a control unit determines if the wheels are starting to lock and brake pressure is then reduced. '''Aerodynamics''' The study of the interaction of air with solid bodies moving through it. The basic rule when designing racing cars is simply to create as much downforce and as little air resistance as possible. '''Angle of attack''' Determines the angle at which a racing car’s wings are fixed during set-up – the larger the angle the greater the downforce. '''Apex''' The point at which the ideal racing line touches the inner radius of a corner. '''Aquaplaning''' Aquaplaning is what happens when there is more water between the tyres and the road than can be displaced by the tyre tread. The car ‘floats’ and consequently cannot be controlled by the driver. '''Autoclave''' A pressure vessel in which vacuum-packed composite components are cured at a precise temperature and pressure. This procedure lends the composite components their high strength while maintaining low weight. '''Auxiliary driving features''' Traction control, automatic transmission or launch control are examples of auxiliary driving features. == B == '''Balaclava''' Fireproof face mask made of Nomex, a flameretardant synthetic fibre. It is worn under the helmet. '''Black box''' Module for vehicle control that controls and records all electronic processes in Grand Prix cars. After an accident, the black box is used to identify the possible causes and thus contribute to ongoing improvements in safety. The box is installed in such a way that it is always readily accessible without the necessity to remove other components of the car. '''Blistering''' Formation of blisters on the tyres, caused by excessive use. The negative consequence is reduction in grip. '''Brake balance''' To gain a better balance when braking, the driver can adjust the brake-force distribution between the front and the rear axle even during the race. '''Brake discs''' When braking, the discs of a Grand Prix carheat up to as much as 600 degrees Celsius within a single second. '''Brakes''' Cooling fluids, ABS and power-assisted braking are not allowed in most racing classes. Full braking will bring a Grand Prix car from 200 to 0 km/h within 55 metres, all within 1.9 seconds. Deceleration forces achieve up to 5 G – the driver has to endure five times his own weight. '''Briefing''' At the meeting with the drivers and representatives from their teams convened by the race director before every grand prix, the discussions focus on current issues such as special features of the respective track or changes to the rules or weekend format. At the team briefings, the team managers, engineers and drivers set out the strategies for each day of the grand prix weekend. The subsequent review of the race day by this group, which forms the basis for future strategies and technical enhancements, is called the debriefing. == C == '''CAD''' Abbreviation for Computer Aided Design. This involves intelligent computer programmes which provide efficiency and speed and make the designers’ work much easier. Drawing boards have long been a thing of the past in modern racing factories. '''Carbon fibres''' A construction material for racing cars. The monocoque, for example, is made of epoxy resin reinforced with carbon fibre. These materials, when laminated together, give great rigidity and strength, but are very lightweight. '''Centrifugal force''' Also known as G-force. Describes the acceleration of gravity and, in racing terminology, the force that presses a car outwards in a corner. The unit of measurement is the G (1 G being the equivalent of 9.81 metres per second squared). As per definition, centrifugal force only affects driver and vehicle in corners, but similar strains occur during acceleration and braking. '''CFD''' Stands for Computational Fluid Dynamics. CFD makes the airflows surrounding the vehicle visible on the computer, and at the same time shows the effects of individual vehicle parts on each other and on the aerodynamics. So the engineers can simulate these effects without even having to build the parts first. That saves time and money. '''CFRP''' This generic term (carbon-fibre reinforced plastic) covers composite materials such as carbon and Kevlar which, when combined with epoxy resins, provide high rigidity and strength and an extremely low weight. Many parts are produced from these materials, e.g. the monocoque. '''Chassis''' The central part of a formula car, with the main component being the monocoque. All the other components are connected to the strong, lightweight monocoque. It is made from carbon fibre and epoxy polymer forming a composite material. These are bonded to aluminium and Nomex honeycombs to form a sandwich panel shell structure. The moulding and binding process takes place within an autoclave at high levels of pressure and heat. '''Chicanes''' Tight corners that race organisers use to break up long, straight stretches of a circuit for safety reasons. Chicanes force drivers to reduce their speed. '''Cockpit''' This is the driver’s workplace. For safety reasons, no fuel, oil or water lines may pass through the cockpit. '''Contact pressure''' Describes the force with which the car is pressed on to the track by its aerodynamic parts, such as the front and rear wings. The contact pressure has a considerable effect on the top and cornering speeds. '''Crash barrier''' Safety measure at track locations where there is no space for run-off zones. '''Cylinder''' Component in the engine where the power is generated. The upward and downward movement of the piston and the combustion of the fuel-air mixture takes place in the cylinder. == D == '''Differential''' A differential that is connected between the drive wheels to compensate the speed differences between the outer and inner wheels when cornering. '''Diffuser''' Air outlet at the rear of the car’s underbody that has a strong influence on the aerodynamic properties. Rising to the rear, the tail ensures a controlled airstream on the underbody which generates low pressure under the car and supplies the downforce critical to fast cornering. '''Downforce''' Downforce is what presses racing cars down onto the ground. It is generated by low-pressure conditions under the body of the car as well as by the angle of attack of the front and rear wings, and enhances the grip. Especially on slower circuits, this effect permits higher cornering speeds. == E == '''ECU''' Abbreviation for Electronic Control Unit. The control unit that controls and records all the electronic processes in a racing car is located in the Black Box. '''Electric blanket''' The tyres require an operational temperature of around 100 degrees Celsius to achieve optimal effectiveness. To arrive at this temperature quickly, special blankets pre-heat the wheels to between 60 and 80 degrees Celsius. Cold tyres do not develop enough grip. If they are too hot, they wear out quickly. '''End-plate''' Vertical border area on the wing that helps to streamline a car’s aerodynamics. == F == '''Fading''' Technical term for the gradual loss of the brake effect after relatively long, heavy use. Occurs less with the modern carbon brakes than in conventional steel-disc brakes. '''Fire extinguisher''' Every racing car must have a fire extinguisher. It must be operable both by the driver and from outside the car. '''Four-wheel drive''' No more than two-wheel drive is permitted in formula racing. '''Free practice''' During these practice sessions before a race, the lap times are recorded, but they have no influence on the starting order or the result. The teams use them as an opportunity to set their cars up for the respective track and to choose the right tyres. The number of laps is unlimited. '''Front wing''' Creates downward pressure on the front area of the racing car and is thus an important part of the aerodynamics. The drivers make adjustments to the front wing during set-up, mainly modifying the angle of the surface or the breakaway line. '''Fuel''' Super unleaded fuel is used in most racing classes which conforms to the strictest EU exhaust standards. == G == '''Gear''' A gear is a transmission step with a certain speed or reduction ratio. Automatic or continuous transmissions are prohibited in most racing classes. A reverse gear is mandatory (except for Formula Student cars). The number of gears can vary from four to seven. '''Gloves''' Like the racing overalls, these are made of Nomex, a fire-resistant material. The closefitting gloves with suede leather palms provide the necessary sensitivity for steering. '''Graining''' Due to excessive use, tyres show signs of corrosion and the rubber compound begins to disintegrate. This is referred to as graining. The negative consequence: reduction in grip. '''Gravel trap''' Secure run-off zone at a racing circuit which quickly slows down cars that have gone off the track. '''Grip''' The magic word for racing drivers and engineers. It describes how well the car adheres to the ground and how this affects cornering speeds. High grip means high cornering speeds. Main factors of grip are the aerodynamics, the downforce created by the vehicle and the tyres’ properties. Without grip, a vehicle will begin to slide or skid. '''Ground clearance''' The distance between the underbody and the surface of the track. '''Ground effect''' The contact force generated by an aerodynamically shaped underbody. '''Gurney''' L-shaped counterflap on the trailing edge of a car’s wing. == H == '''Hairpin''' Narrow 180-degree bend. The most famous hairpin is the former Loews hairpin in Monaco, which is now known as the Grand Hotel hairpin. '''Head and Neck Support (HANS)''' The Head and Neck Support system consists of a carbon shoulder corset that is connected to the safety belts and the driver’s helmet. In case of an accident, HANS is intended to prevent a stretching of the vertebrae. Additionally, it prevents the driver’s head from hitting the steering wheel. '''Head support''' The removable padding on the inside of the cockpit. The cockpit is fitted with removable padding around the driver’s head, designed to absorb any potential impact. '''Helmet''' The helmet is made of carbon, polyethylene and Kevlar and weighs approximately 1,300 grams. Helmets are subjected to extreme deformation and fragmentation tests. == I == '''Intermediate''' A tyre with features somewhere between those of dry and wet-weather tyres. The intermediate has more tread than dry-weather and less tread than wet-weather models. It is used for mixed weather or light rain. == J == '''Jump start'''Also called a false start, committed by drivers whose cars start moving before all the lights on the starting grid have gone out. This is determined by sensors on the starting lines. == K == '''Kerbs''' Raised kerbstones lining corners or chicanes on racing tracks. The kerbs provide additional safety as the drivers must reduce their speed when driving over them. '''Kevlar''' Highly durable artificial fibre used in the covering of the headrest. Combined to form a composite with epoxy resin, it has high strength, but is very lightweight. == L == '''Launch control''' An electronic programme that performs a fully automated start, prohibited in most racing classes. '''Lollipop''' The signal pole with a sign saying ‘Go’ on one side and ‘Brake’ on the other. During a pit stop, a mechanic posted in front of the car uses the sign to show the driver when he should apply the brake and when he should shift gear and drive off. == M == '''Marshals''' Officials posted along the side of the track. They wave the flag signals and secure any possible accident sites; they also rescue any cars that have broken down. '''Monocoque''' The formula drivers’ life insurance. French for single shell. A safety cell made of carbon-fibre composite which forms a protective shell around the driver. It is surrounded by deformable structures which absorb energy in an accident. == N == '''NACA''' Slit-shaped air inlet on the surface of the body for better cooling. '''Nomex''' Artificial fibre which undergoes thermal testing in the laboratory. It is subjected to an open flame with a temperature of 300 to 400 degrees Celsius that acts on the material from a distance of three centimetres – only if it fails to ignite within 10 seconds can it be used for racing overalls. The drivers’ and pit crews’ underwear, hoods, socks and gloves are also made of Nomex. '''Nose''' Front part of a formula car, subjected to various crash tests for safety reasons. The nose also functions as a protruding crash structure protecting the monocoque. == O == '''On-board camera''' A mini TV camera on board the racing car. '''Overall''' Protective suit with elastic cuffs on wrists and ankles made of two to four layers of Nomex for drivers and pit crews. A completed multi-layered overall undergoes 15 washings as well as a further 15 dry-cleaning processes before it is finally tested. It is subjected to a temperature of 600 to 800 degrees Celsius. The critical level of 41 degrees Celsius may not be exceeded inside the overall for at least 11 seconds. '''Overbraking''' If a driver hits the brakes so hard that the wheels lock up, this is referred to as overbraking. Locked up front wheels make steering virtually impossible. Additionally, this greatly wears out the tyres. If this also creates an unbalance, it is referred to as a braking puncture. '''Oversteering''' When oversteering, a car’s tail end is pushed out of a corner via the rear wheels and the tail end is in danger of breaking away. In order to get through the corner, the driver must decrease his steering angle or, in the case of extreme oversteering, even steer in the opposite direction. == P == '''Petrol''' Only super unleaded petrol is used in most racing classes. It corresponds to a large extent to the 98-octane fuel available at the local petrol station. '''Pit lane''' The pit lane is located directly in front of the pits. This is where pit stops take place during the race. '''Pit stop/refuelling''' During a regular pit stop in a race, a team of mechanics replaces the tyres and/or refuels the car. For refuelling, the mechanics must wear helmets and flameresistant suits made of Nomex. Standardised tank connections and well-designed inlet valves are meant to prevent the release of flammable fuel vapours. '''Pole position''' First place in the starting order for the race, which is given to the fastest driver in qualifying. '''Pull-rod''' Part of the chassis: suspension assembly with tie bars. '''Push-rod''' Part of the chassis: suspension assembly with compression struts. == Q == '''Qualifying''' The starting order for the race is determined during qualifying. The driver with the fastest lap time qualifies for the best starting place: pole position. == R == '''Racing line''' Also known as the ideal line, the racing line is the imaginary line on which the circuit can be driven in the fastest possible time. Due to the rubber build-up, this is also usually where the grip is best. '''Rear light''' Decreases the risk of pile-ups. When using wet-weather tyres, the rear light must always be switched on. '''Rear wing''' Also known as rear wing assembly. Creates downward pressure mainly upon the rear axle. The rear wing is adapted to the conditions of the tracks (the steeper it is, the more downforce is created). The settings and angles of the surfaces can be additionally modified. These modifications are part of the set-up. '''Refilling''' Only fuel, nitrogen (for the tyres) and compressed air may be refilled during the race. '''Re-start''' The new start of a race. Happens a lot on public servers. '''Roll-out''' The first test drive of a new racing car, usually at a private test. '''Roll-over bar''' If a car rolls over in an accident, the rollover bar, a curved structure above the driver’s head made of metal or composite materials, is intended to provide the driver with better injury protection. '''Rubber build-up''' Due to the slow erosion of tyre surfaces. When tyres are driven on asphalt, the surface rubs off and leaves behind a layer of rubber on the road, which accumulates over the course of the racing weekend and progressively enhances grip. This erosion is influenced both by the vehicle set-up and the abrasive properties of the asphalt. '''Run-off zone''' Run-off zones are mainly created in fast corners. If a car goes off the circuit, it should slow down as quickly as possible without rolling over. This is the reason why the gravel traps have to be as wide as possible. Gravel reduces speed and thus reduces the force with which the car hits the tyre barriers. The alternative: asphalt run-off zones on which the driver retains more control over the car. == S == '''Safety belt''' The safety belt used in racing is also known as a six-point harness and can be opened with a single hand movement. '''Safety car''' The car that drives out in front of racing cars during the formation lap. '''Scallops''' Small fins that are attached to the car body to improve aerodynamics. '''Set-up''' General vehicle tuning for all the adjustable mechanical and aerodynamic parts (wheel suspension, wings, etc.). Specifically, the term describes the various possibilities for adapting a racing car to the conditions of a particular circuit. Included are, among other things, modification to the tyres, suspension, wings and engine and transmission settings. '''Shake-down''' The final test drive of a newly set-up car before the team departs to a grand prix. '''Skid block''' A plate made of plastic or wood fitted to the underbody of a racing car. It is intended to prevent a strong suction effect, limiting excessively high speeds, especially in the corners, for safety reasons. It also acts as protection for the underbody. '''Slicks''' These tyres have higher grip provided by a larger tyre surface area. '''Slipstream''' Low-pressure area behind a racing car created by air currents. Driving in the slipstream can provide a boost to a car’s speed, making it the ideal position for a pursuing vehicle to start an overtaking manoeuvre. '''Speed limiter''' The cruise control feature used in pit lanes. It is activated by pressing a button on the steering wheel. Speed is then reduced down to the limit for the pit lane. '''Stabilizers''' Rotary or torsion bars, which connect the right and left wheel suspensions elastically to each other. The so-called ‘roll bars’ help to reduce the rolling movement of the chassis along the longitudinal axis and so provide more precise handling during load shifts. '''Starting line-up''' Each row of the starting line-up has two race cars, one slightly in front, with a distance of eight metres to the next row. '''Starting number''' All cars taking part in leagues have to be fitted with the starting number of the respective driver. '''Steering wheel''' The control centre of the racing car. This is where all the important controls, signal lamps and displays are located. The appearance and the arrangement are adjusted to suit the individual driver. '''Suspension''' Several years ago, the wheel suspension was the Achilles’ heel of a racing car, but the use of composite materials has since made it extremely robust. == T == '''Tank''' The fuel tank is a fibre-reinforced hull that must yield flexibly when deformed. '''Telemetry''' A system allowing a large quantity of data, e.g. concerning chassis and engine, to be recorded in the car and transmitted to the pits. There, the data is analysed so as to determine any faults (a loss of brake fluid or a slow puncture, for example) at an early stage and to be able to improve the car’s set-up. '''Time penalty''' This is a penalty during the race for drivers who have violated regulations. Entering and leaving the pit lane cost the penalised driver valuable time. '''Torque''' Generated in the engine by the combustion pressure acting on the crankshaft via the pistons and the connecting rods. The maximum torque is a benchmark for the power and useability of the engine and the acceleration capacity of a racing car. '''Traction''' This term describes the ability of a race car to apply its engine’s power to the track. '''Traction control''' An electronic system, also called anti-slip control. It uses sensors to detect whether the wheels are spinning and then automatically reduces the engine power. This guarantees ideal acceleration, especially at the start, when leaving a corner and on wet tracks. '''Tyre stack''' Part of a racetrack’s mandatory equipment. The tyre barriers consist of two to six rows of conventional car tyres bolted together and wrapped with rubber belting. This provides the best absorption of impact energy. == U == '''Underbody''' The aerodynamically shaped lower surface of a racing car creates an airflow, which in turn generates a vacuum under the car which provides better grip. '''Understeering''' When understeering, a car is pushed out of a corner via the front wheels. To get through the corner, the driver must increase his steering angle. '''Underwear''' Under the racing overall, drivers wear a Tshirt, boxers, socks and a balaclava. All the underwear is made of fire-resistant Nomex material. == V == '''Valves''' The task of the engine-controlled valves is to open or close the inlet and outlet ducts at the right moment and so to allow the gases into or out of the combustion chamber. Each valve consists of a stem and a disc. == W == '''Warm-up''' Practice and system testing on the morning of race day. '''Wet-weather tyres''' In wet weather, cars use special tyres that are better able to displace water from the track and optimise grip. '''Wind tunnel''' Aerodynamic studies are carried out in the wind tunnel. Using various flow speeds, the engineers can simulate various car speeds and can test the effects of new vehicle parts or the aerodynamic behaviour of the entire car in various racing situations. '''Winglet''' Additional wing located on the car body just in front of the rear wheel. '''Wings''' Rigid and movable surfaces on the racing car intended to increase downforce. The wings serve to press the car downwards more firmly. The secret of wing adjustment lies in finding the best compromise between high speed on straights (low downforce) and optimal performance in corners (high downforce). '''Wishbones''' The components connecting the wheel suspension and the chassis. Wishbones are mounted at right angles to the vehicle’s longitudinal axis. These pivoting rods must be made of extremely strong materials. '''World champion''' In championships, the points won in all the races are added up. If several drivers have the same points total, the title is determined by the final positions they achieved: the number of first places, followed by the number of second places, etc. In the manufacturers’ division, the points that both of the team’s drivers earn each race are added up. == Y == '''Yellow''' Short for yellow flag, the flag used by the marshals to signify hazardous situations to the drivers. <!-- links to other languages --> [[en:Glossary]] [[de:Glossar]] 70535cc6e3d6ca2d72b9959aa7d6e87b6040b22f 1669 1668 2007-04-11T12:36:38Z Y.GOD 7 /* A */ wikitext text/x-wiki © [http://sponsoring.allianz.com/en/formula1/index.html Allianz Media Center] == A == '''ABS (アンチロック・ブレーキ・システム)''' この電子制御装置は、フルブレーキ時にタイヤがロックするのを防ぐために、各車輪を上手に制御されており、低ミュー路などで特に性能を発揮する装置である。 '''Aerodynamics''' The study of the interaction of air with solid bodies moving through it. The basic rule when designing racing cars is simply to create as much downforce and as little air resistance as possible. '''Angle of attack''' Determines the angle at which a racing car’s wings are fixed during set-up – the larger the angle the greater the downforce. '''Apex''' The point at which the ideal racing line touches the inner radius of a corner. '''Aquaplaning''' Aquaplaning is what happens when there is more water between the tyres and the road than can be displaced by the tyre tread. The car ‘floats’ and consequently cannot be controlled by the driver. '''Autoclave''' A pressure vessel in which vacuum-packed composite components are cured at a precise temperature and pressure. This procedure lends the composite components their high strength while maintaining low weight. '''Auxiliary driving features''' Traction control, automatic transmission or launch control are examples of auxiliary driving features. == B == '''Balaclava''' Fireproof face mask made of Nomex, a flameretardant synthetic fibre. It is worn under the helmet. '''Black box''' Module for vehicle control that controls and records all electronic processes in Grand Prix cars. After an accident, the black box is used to identify the possible causes and thus contribute to ongoing improvements in safety. The box is installed in such a way that it is always readily accessible without the necessity to remove other components of the car. '''Blistering''' Formation of blisters on the tyres, caused by excessive use. The negative consequence is reduction in grip. '''Brake balance''' To gain a better balance when braking, the driver can adjust the brake-force distribution between the front and the rear axle even during the race. '''Brake discs''' When braking, the discs of a Grand Prix carheat up to as much as 600 degrees Celsius within a single second. '''Brakes''' Cooling fluids, ABS and power-assisted braking are not allowed in most racing classes. Full braking will bring a Grand Prix car from 200 to 0 km/h within 55 metres, all within 1.9 seconds. Deceleration forces achieve up to 5 G – the driver has to endure five times his own weight. '''Briefing''' At the meeting with the drivers and representatives from their teams convened by the race director before every grand prix, the discussions focus on current issues such as special features of the respective track or changes to the rules or weekend format. At the team briefings, the team managers, engineers and drivers set out the strategies for each day of the grand prix weekend. The subsequent review of the race day by this group, which forms the basis for future strategies and technical enhancements, is called the debriefing. == C == '''CAD''' Abbreviation for Computer Aided Design. This involves intelligent computer programmes which provide efficiency and speed and make the designers’ work much easier. Drawing boards have long been a thing of the past in modern racing factories. '''Carbon fibres''' A construction material for racing cars. The monocoque, for example, is made of epoxy resin reinforced with carbon fibre. These materials, when laminated together, give great rigidity and strength, but are very lightweight. '''Centrifugal force''' Also known as G-force. Describes the acceleration of gravity and, in racing terminology, the force that presses a car outwards in a corner. The unit of measurement is the G (1 G being the equivalent of 9.81 metres per second squared). As per definition, centrifugal force only affects driver and vehicle in corners, but similar strains occur during acceleration and braking. '''CFD''' Stands for Computational Fluid Dynamics. CFD makes the airflows surrounding the vehicle visible on the computer, and at the same time shows the effects of individual vehicle parts on each other and on the aerodynamics. So the engineers can simulate these effects without even having to build the parts first. That saves time and money. '''CFRP''' This generic term (carbon-fibre reinforced plastic) covers composite materials such as carbon and Kevlar which, when combined with epoxy resins, provide high rigidity and strength and an extremely low weight. Many parts are produced from these materials, e.g. the monocoque. '''Chassis''' The central part of a formula car, with the main component being the monocoque. All the other components are connected to the strong, lightweight monocoque. It is made from carbon fibre and epoxy polymer forming a composite material. These are bonded to aluminium and Nomex honeycombs to form a sandwich panel shell structure. The moulding and binding process takes place within an autoclave at high levels of pressure and heat. '''Chicanes''' Tight corners that race organisers use to break up long, straight stretches of a circuit for safety reasons. Chicanes force drivers to reduce their speed. '''Cockpit''' This is the driver’s workplace. For safety reasons, no fuel, oil or water lines may pass through the cockpit. '''Contact pressure''' Describes the force with which the car is pressed on to the track by its aerodynamic parts, such as the front and rear wings. The contact pressure has a considerable effect on the top and cornering speeds. '''Crash barrier''' Safety measure at track locations where there is no space for run-off zones. '''Cylinder''' Component in the engine where the power is generated. The upward and downward movement of the piston and the combustion of the fuel-air mixture takes place in the cylinder. == D == '''Differential''' A differential that is connected between the drive wheels to compensate the speed differences between the outer and inner wheels when cornering. '''Diffuser''' Air outlet at the rear of the car’s underbody that has a strong influence on the aerodynamic properties. Rising to the rear, the tail ensures a controlled airstream on the underbody which generates low pressure under the car and supplies the downforce critical to fast cornering. '''Downforce''' Downforce is what presses racing cars down onto the ground. It is generated by low-pressure conditions under the body of the car as well as by the angle of attack of the front and rear wings, and enhances the grip. Especially on slower circuits, this effect permits higher cornering speeds. == E == '''ECU''' Abbreviation for Electronic Control Unit. The control unit that controls and records all the electronic processes in a racing car is located in the Black Box. '''Electric blanket''' The tyres require an operational temperature of around 100 degrees Celsius to achieve optimal effectiveness. To arrive at this temperature quickly, special blankets pre-heat the wheels to between 60 and 80 degrees Celsius. Cold tyres do not develop enough grip. If they are too hot, they wear out quickly. '''End-plate''' Vertical border area on the wing that helps to streamline a car’s aerodynamics. == F == '''Fading''' Technical term for the gradual loss of the brake effect after relatively long, heavy use. Occurs less with the modern carbon brakes than in conventional steel-disc brakes. '''Fire extinguisher''' Every racing car must have a fire extinguisher. It must be operable both by the driver and from outside the car. '''Four-wheel drive''' No more than two-wheel drive is permitted in formula racing. '''Free practice''' During these practice sessions before a race, the lap times are recorded, but they have no influence on the starting order or the result. The teams use them as an opportunity to set their cars up for the respective track and to choose the right tyres. The number of laps is unlimited. '''Front wing''' Creates downward pressure on the front area of the racing car and is thus an important part of the aerodynamics. The drivers make adjustments to the front wing during set-up, mainly modifying the angle of the surface or the breakaway line. '''Fuel''' Super unleaded fuel is used in most racing classes which conforms to the strictest EU exhaust standards. == G == '''Gear''' A gear is a transmission step with a certain speed or reduction ratio. Automatic or continuous transmissions are prohibited in most racing classes. A reverse gear is mandatory (except for Formula Student cars). The number of gears can vary from four to seven. '''Gloves''' Like the racing overalls, these are made of Nomex, a fire-resistant material. The closefitting gloves with suede leather palms provide the necessary sensitivity for steering. '''Graining''' Due to excessive use, tyres show signs of corrosion and the rubber compound begins to disintegrate. This is referred to as graining. The negative consequence: reduction in grip. '''Gravel trap''' Secure run-off zone at a racing circuit which quickly slows down cars that have gone off the track. '''Grip''' The magic word for racing drivers and engineers. It describes how well the car adheres to the ground and how this affects cornering speeds. High grip means high cornering speeds. Main factors of grip are the aerodynamics, the downforce created by the vehicle and the tyres’ properties. Without grip, a vehicle will begin to slide or skid. '''Ground clearance''' The distance between the underbody and the surface of the track. '''Ground effect''' The contact force generated by an aerodynamically shaped underbody. '''Gurney''' L-shaped counterflap on the trailing edge of a car’s wing. == H == '''Hairpin''' Narrow 180-degree bend. The most famous hairpin is the former Loews hairpin in Monaco, which is now known as the Grand Hotel hairpin. '''Head and Neck Support (HANS)''' The Head and Neck Support system consists of a carbon shoulder corset that is connected to the safety belts and the driver’s helmet. In case of an accident, HANS is intended to prevent a stretching of the vertebrae. Additionally, it prevents the driver’s head from hitting the steering wheel. '''Head support''' The removable padding on the inside of the cockpit. The cockpit is fitted with removable padding around the driver’s head, designed to absorb any potential impact. '''Helmet''' The helmet is made of carbon, polyethylene and Kevlar and weighs approximately 1,300 grams. Helmets are subjected to extreme deformation and fragmentation tests. == I == '''Intermediate''' A tyre with features somewhere between those of dry and wet-weather tyres. The intermediate has more tread than dry-weather and less tread than wet-weather models. It is used for mixed weather or light rain. == J == '''Jump start'''Also called a false start, committed by drivers whose cars start moving before all the lights on the starting grid have gone out. This is determined by sensors on the starting lines. == K == '''Kerbs''' Raised kerbstones lining corners or chicanes on racing tracks. The kerbs provide additional safety as the drivers must reduce their speed when driving over them. '''Kevlar''' Highly durable artificial fibre used in the covering of the headrest. Combined to form a composite with epoxy resin, it has high strength, but is very lightweight. == L == '''Launch control''' An electronic programme that performs a fully automated start, prohibited in most racing classes. '''Lollipop''' The signal pole with a sign saying ‘Go’ on one side and ‘Brake’ on the other. During a pit stop, a mechanic posted in front of the car uses the sign to show the driver when he should apply the brake and when he should shift gear and drive off. == M == '''Marshals''' Officials posted along the side of the track. They wave the flag signals and secure any possible accident sites; they also rescue any cars that have broken down. '''Monocoque''' The formula drivers’ life insurance. French for single shell. A safety cell made of carbon-fibre composite which forms a protective shell around the driver. It is surrounded by deformable structures which absorb energy in an accident. == N == '''NACA''' Slit-shaped air inlet on the surface of the body for better cooling. '''Nomex''' Artificial fibre which undergoes thermal testing in the laboratory. It is subjected to an open flame with a temperature of 300 to 400 degrees Celsius that acts on the material from a distance of three centimetres – only if it fails to ignite within 10 seconds can it be used for racing overalls. The drivers’ and pit crews’ underwear, hoods, socks and gloves are also made of Nomex. '''Nose''' Front part of a formula car, subjected to various crash tests for safety reasons. The nose also functions as a protruding crash structure protecting the monocoque. == O == '''On-board camera''' A mini TV camera on board the racing car. '''Overall''' Protective suit with elastic cuffs on wrists and ankles made of two to four layers of Nomex for drivers and pit crews. A completed multi-layered overall undergoes 15 washings as well as a further 15 dry-cleaning processes before it is finally tested. It is subjected to a temperature of 600 to 800 degrees Celsius. The critical level of 41 degrees Celsius may not be exceeded inside the overall for at least 11 seconds. '''Overbraking''' If a driver hits the brakes so hard that the wheels lock up, this is referred to as overbraking. Locked up front wheels make steering virtually impossible. Additionally, this greatly wears out the tyres. If this also creates an unbalance, it is referred to as a braking puncture. '''Oversteering''' When oversteering, a car’s tail end is pushed out of a corner via the rear wheels and the tail end is in danger of breaking away. In order to get through the corner, the driver must decrease his steering angle or, in the case of extreme oversteering, even steer in the opposite direction. == P == '''Petrol''' Only super unleaded petrol is used in most racing classes. It corresponds to a large extent to the 98-octane fuel available at the local petrol station. '''Pit lane''' The pit lane is located directly in front of the pits. This is where pit stops take place during the race. '''Pit stop/refuelling''' During a regular pit stop in a race, a team of mechanics replaces the tyres and/or refuels the car. For refuelling, the mechanics must wear helmets and flameresistant suits made of Nomex. Standardised tank connections and well-designed inlet valves are meant to prevent the release of flammable fuel vapours. '''Pole position''' First place in the starting order for the race, which is given to the fastest driver in qualifying. '''Pull-rod''' Part of the chassis: suspension assembly with tie bars. '''Push-rod''' Part of the chassis: suspension assembly with compression struts. == Q == '''Qualifying''' The starting order for the race is determined during qualifying. The driver with the fastest lap time qualifies for the best starting place: pole position. == R == '''Racing line''' Also known as the ideal line, the racing line is the imaginary line on which the circuit can be driven in the fastest possible time. Due to the rubber build-up, this is also usually where the grip is best. '''Rear light''' Decreases the risk of pile-ups. When using wet-weather tyres, the rear light must always be switched on. '''Rear wing''' Also known as rear wing assembly. Creates downward pressure mainly upon the rear axle. The rear wing is adapted to the conditions of the tracks (the steeper it is, the more downforce is created). The settings and angles of the surfaces can be additionally modified. These modifications are part of the set-up. '''Refilling''' Only fuel, nitrogen (for the tyres) and compressed air may be refilled during the race. '''Re-start''' The new start of a race. Happens a lot on public servers. '''Roll-out''' The first test drive of a new racing car, usually at a private test. '''Roll-over bar''' If a car rolls over in an accident, the rollover bar, a curved structure above the driver’s head made of metal or composite materials, is intended to provide the driver with better injury protection. '''Rubber build-up''' Due to the slow erosion of tyre surfaces. When tyres are driven on asphalt, the surface rubs off and leaves behind a layer of rubber on the road, which accumulates over the course of the racing weekend and progressively enhances grip. This erosion is influenced both by the vehicle set-up and the abrasive properties of the asphalt. '''Run-off zone''' Run-off zones are mainly created in fast corners. If a car goes off the circuit, it should slow down as quickly as possible without rolling over. This is the reason why the gravel traps have to be as wide as possible. Gravel reduces speed and thus reduces the force with which the car hits the tyre barriers. The alternative: asphalt run-off zones on which the driver retains more control over the car. == S == '''Safety belt''' The safety belt used in racing is also known as a six-point harness and can be opened with a single hand movement. '''Safety car''' The car that drives out in front of racing cars during the formation lap. '''Scallops''' Small fins that are attached to the car body to improve aerodynamics. '''Set-up''' General vehicle tuning for all the adjustable mechanical and aerodynamic parts (wheel suspension, wings, etc.). Specifically, the term describes the various possibilities for adapting a racing car to the conditions of a particular circuit. Included are, among other things, modification to the tyres, suspension, wings and engine and transmission settings. '''Shake-down''' The final test drive of a newly set-up car before the team departs to a grand prix. '''Skid block''' A plate made of plastic or wood fitted to the underbody of a racing car. It is intended to prevent a strong suction effect, limiting excessively high speeds, especially in the corners, for safety reasons. It also acts as protection for the underbody. '''Slicks''' These tyres have higher grip provided by a larger tyre surface area. '''Slipstream''' Low-pressure area behind a racing car created by air currents. Driving in the slipstream can provide a boost to a car’s speed, making it the ideal position for a pursuing vehicle to start an overtaking manoeuvre. '''Speed limiter''' The cruise control feature used in pit lanes. It is activated by pressing a button on the steering wheel. Speed is then reduced down to the limit for the pit lane. '''Stabilizers''' Rotary or torsion bars, which connect the right and left wheel suspensions elastically to each other. The so-called ‘roll bars’ help to reduce the rolling movement of the chassis along the longitudinal axis and so provide more precise handling during load shifts. '''Starting line-up''' Each row of the starting line-up has two race cars, one slightly in front, with a distance of eight metres to the next row. '''Starting number''' All cars taking part in leagues have to be fitted with the starting number of the respective driver. '''Steering wheel''' The control centre of the racing car. This is where all the important controls, signal lamps and displays are located. The appearance and the arrangement are adjusted to suit the individual driver. '''Suspension''' Several years ago, the wheel suspension was the Achilles’ heel of a racing car, but the use of composite materials has since made it extremely robust. == T == '''Tank''' The fuel tank is a fibre-reinforced hull that must yield flexibly when deformed. '''Telemetry''' A system allowing a large quantity of data, e.g. concerning chassis and engine, to be recorded in the car and transmitted to the pits. There, the data is analysed so as to determine any faults (a loss of brake fluid or a slow puncture, for example) at an early stage and to be able to improve the car’s set-up. '''Time penalty''' This is a penalty during the race for drivers who have violated regulations. Entering and leaving the pit lane cost the penalised driver valuable time. '''Torque''' Generated in the engine by the combustion pressure acting on the crankshaft via the pistons and the connecting rods. The maximum torque is a benchmark for the power and useability of the engine and the acceleration capacity of a racing car. '''Traction''' This term describes the ability of a race car to apply its engine’s power to the track. '''Traction control''' An electronic system, also called anti-slip control. It uses sensors to detect whether the wheels are spinning and then automatically reduces the engine power. This guarantees ideal acceleration, especially at the start, when leaving a corner and on wet tracks. '''Tyre stack''' Part of a racetrack’s mandatory equipment. The tyre barriers consist of two to six rows of conventional car tyres bolted together and wrapped with rubber belting. This provides the best absorption of impact energy. == U == '''Underbody''' The aerodynamically shaped lower surface of a racing car creates an airflow, which in turn generates a vacuum under the car which provides better grip. '''Understeering''' When understeering, a car is pushed out of a corner via the front wheels. To get through the corner, the driver must increase his steering angle. '''Underwear''' Under the racing overall, drivers wear a Tshirt, boxers, socks and a balaclava. All the underwear is made of fire-resistant Nomex material. == V == '''Valves''' The task of the engine-controlled valves is to open or close the inlet and outlet ducts at the right moment and so to allow the gases into or out of the combustion chamber. Each valve consists of a stem and a disc. == W == '''Warm-up''' Practice and system testing on the morning of race day. '''Wet-weather tyres''' In wet weather, cars use special tyres that are better able to displace water from the track and optimise grip. '''Wind tunnel''' Aerodynamic studies are carried out in the wind tunnel. Using various flow speeds, the engineers can simulate various car speeds and can test the effects of new vehicle parts or the aerodynamic behaviour of the entire car in various racing situations. '''Winglet''' Additional wing located on the car body just in front of the rear wheel. '''Wings''' Rigid and movable surfaces on the racing car intended to increase downforce. The wings serve to press the car downwards more firmly. The secret of wing adjustment lies in finding the best compromise between high speed on straights (low downforce) and optimal performance in corners (high downforce). '''Wishbones''' The components connecting the wheel suspension and the chassis. Wishbones are mounted at right angles to the vehicle’s longitudinal axis. These pivoting rods must be made of extremely strong materials. '''World champion''' In championships, the points won in all the races are added up. If several drivers have the same points total, the title is determined by the final positions they achieved: the number of first places, followed by the number of second places, etc. In the manufacturers’ division, the points that both of the team’s drivers earn each race are added up. == Y == '''Yellow''' Short for yellow flag, the flag used by the marshals to signify hazardous situations to the drivers. <!-- links to other languages --> [[en:Glossary]] [[de:Glossar]] 1c8b338284b78d745149cb445c80e7ff0698429d 基本セッティング・ガイド(旧) 0 1429 1671 1651 2007-04-11T12:53:27Z Y.GOD 7 /* Suspension */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整しゅるw Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整<bc> Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイアスピードは違っているこの速度差を調整する Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略しる! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。          一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定しる! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] cc6ddc4fa13e68ebf698b040167820aa87d62b24 1672 1671 2007-04-11T12:54:42Z Y.GOD 7 /* Suspension */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整しゅるw Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイアスピードは違っているこの速度差を調整する Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略しる! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。          一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定しる! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] 730323a380de9b359fefca59e9e6a97a56fe37c9 1673 1672 2007-04-11T12:55:27Z Y.GOD 7 /* Steering */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整しゅるw Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイアスピードは違っているこの速度差を調整する Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略しる! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。          一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定しる! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] 7921a82ad218747278f24ce3da423b5b9f7ea273 1674 1673 2007-04-11T12:55:47Z Y.GOD 7 /* Steering */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整しゅるw Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイアスピードは違っているこの速度差を調整する Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略しる! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。          一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定しる! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] c94159543b90dd71587ce9df67d015860b2ec660 1675 1674 2007-04-11T12:57:39Z Y.GOD 7 /* Final Drive */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整しゅるw Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] 7b36c791b3b9969b8c7aee3789136d0f278bd224 1676 1675 2007-04-11T12:58:12Z Y.GOD 7 /* Final Drive */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整しゅるw Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] 3a1dadd8650276f9910c37dd6f2df2c140caca38 応用セットアップガイド 0 1437 1677 2007-04-11T12:59:41Z Y.GOD 7 wikitext text/x-wiki ''By Bob Smith'' == Introduction == This is an advanced setup guide, by that I mean I won’t be skimming the surface but will be going into lots of detail (where required), so there’s plenty to read here. I’ll try to explain what each setting does so you have an idea of what you are actually adjusting, as well as how to adjust the setting to either its optimum (in terms of lap times) or what best suits your driving style (and ability). I will do my best to explain things clearly, though certain aspects are quite technical and there isn’t really a nontechie way of explaining things. If you are confused by anything, take a deep breath and try rereading the paragraph from the start. If you are still unsure of what I’m saying, feel free to contact me and I will try to explain it better. It could be a good idea to get some idea of the setup options and be used to fiddling with them a little before reading. Chances are you’ve tried anyway. If you spot anything that is incorrect, or know a better way of explaining anything, please let me know: bobsmith@xenocracy.plus.com Remember, setting up your car is always a compromise – altering one setting to what seems the ideal will usually screw something else up. This art form is not about what your settings are, but about getting them to work in harmony with each other, the car, the track and the way you drive. And it’s not easy. Hence the guide. == Brakes == [[image:Brake2.jpg|thumb|Example 1 Brake balance set too high]] [[image:Brake4.jpg|thumb|Example 2 Brake balance set too low]] [[image:Brake3.jpg|thumb|Example 3 Too much force]] [[image:Brake5.jpg|thumb|Example 4 Nearly perfect]] [[image:Brake1.jpg|thumb|Example 5 Controlled]] An essential part of racing is not just going forwards quickly, but slowing down quickly and in the shortest distance possible. Thankfully there are only a couple of adjustments necessary, meaning it should relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''What do they do?'''<br> A) Basically Max per wheel is how strong your brakes are when the brake pedal is fully depressed, while rearfront bias controls how the brake strength is split between the front and rear wheels (a setting of 0% means only the rear wheels are braked, 100% means only the front wheels are braked, while 50% means the front and rear wheels are braked equally). Note that the brakes are only adjustable between 5% and 95%, so two of the examples I just aren’t actually possible in game. The brakes in LFS appear to not have kneepoints, so that’s one less thing to worry about. Q) '''How do I tune them?'''<br> A) To get the brakes nearly perfect, you can just do some trial runs. First, get your tyres up to the optimum temperature because cold tyres lack some grip compared to warmed tyres, so before setting the brakes make sure the tyres are at their optimum temperature. After this, get the car up to speed along a flat surface (Blackwood straight after the dip comes in handy), switch to forces view (press F) and floor the brakes. As a picture is worth a thousand words, these should cut your reading time nicely: ''NB: These screenshots are from v0.3 but there are no differences for the purposes of these explanations.'' '''Example 1:''' Brake balance set too high<br> Here the front wheels have locked, while the rear wheels aren’t helping you slow down much. With the steered wheels locked you are unable to change direction, so the car will plough on in a straight line. Locked wheels will heat up the contact patch of the tyre very quickly, and overheated tyres loose grip rapidly. Big lockups will also cause the tyre to become flat spotted. '''Example 2:''' Brake balance set too low<br> Here the rear wheels have locked. Locking the rear wheels will promote oversteer in the vehicle, particularly if you have a little steering lock applied, so will make you lose control of the car very quickly unless you are good at counter steering. Otherwise say hello to that barrier. Not the best setup to have if you like to trailbrake into corners. '''Example 3:''' Too much force<br> Solution: reduce Max per wheel xxx Nm. Locking all the wheels, while it can stop you the fastest on loose surfaces, is certainly not a good idea as you will be completely out of control, so the car will just do its own thing. You are also unable to determine if you have your brake balance set correctly. '''Example 4:''' Perfect?<br> Well, no, actually. OK so all four wheels are pretty much at their limits, but this is without taking other factors into account (namely engine braking). ''NB: This is using the brake settings from the default setup.'' '''Example 5:''' Controlled<br> This is how I run the car (in this case, the XR GT). What have I changed? Firstly I have reduced the brake strength slightly to prevent the wheels from locking under normal circumstances. More importantly though, I have altered the brake balance to take engine braking into account. RWD cars are best run with the brake balance slightly too forward (see picture), while FWD are best run with the brake balance slightly too rearward. For AWD cars it depends on your torque split setting. This way you gain extra control by downshifting when braking. The earlier you downshift, the more additional braking strength is applied to the driven wheels. If you don’t take this into account when setting up your brakes, the wheels would very likely lock when downshifting. From here you may need to tweak the settings, and to find out if you need to do this, you need to race. Different surfaces have different amounts of grip available, so while you might feel you could increase brake strength in one part of the circuit, you could already be locking the wheels in another. Ideally, you want to set the brake strength so that the wheels will almost lock on the part of the circuit with most grip – and you can vary the amount of brake applied elsewhere. For users with a digital controller for the brakes (i.e. a button), you can either use a lower brake pressure at the sacrifice of ultimate braking power, or use the brake help driving aid, which will prevent lock ups but never brake as well as what you could with a analogue controller. Something else to take into account is downforce (or negative lift, if you prefer), as this increases grip with speed. So while you might not lock the brakes at high speed, they could lock easily at low speeds. Unfortunately there is no way around this if you want to be able to brake as hard as possible at high speeds. It is quickest to set the brakes up for the fastest braking point on the circuit, and be easy on the brakes during slower corners. Also, if you brake from high speed into a tight corner, this means you will be shaving off a lot of speed, and therefore grip. This means that as you brake, you need to slowly be letting off the brake pedals in order to avoid lock ups. There is one more twist to the brake settings story: hills. Circuits, by their nature, go round – so if you go up a hill at some point you are also going to go back down it. The more hilly the track, the more likely it is that you will end up having to brake on an incline. When braking going downhill, more weight is on the front wheels so they can take more brake force before locking and of course this means less weight is on the rear wheels so they are likely to lock, with all the nasty side effects involved. So the frontrear bias would need to be shifted slightly to the front (a higher number). Braking uphill is just the opposite, so the bias would need to be more rearward (lower). Of course, the angle of gradient you are braking on is unlikely to be fixed before every corner on any given circuit, so a compromise is needed. You can never have the brakes perfect for every corner unless the circuit is always flat, so the only way to find what compromise suits your driving best is to experiment. Remember to keep using the forces view to help when adjusting settings. ''NB: you may find it useful to drive without forces, save the replay and watch it in forces view, rather than trying to drive like that.'' == Suspension == Suspension is the main way to tune the handling of your car. Any changes made here will usually mean changing settings elsewhere to maintain optimal levels of performance. === Ride Height Reduction === Q) '''What does it do?'''<br> A) This is the length of the springs fitted to the car when they have no load on them. Q) '''How do I tune it?'''<br> A) This is best to set last out of all the suspension options. To get an idea, if you put all your suspension details in the Suspension Analyser and go to the “Suspension Loads and Travel” section, you can see how much travel you have left. Unused travel is making the car unnecessarily high, which raises the centre of gravity, therefore increasing weight transfer and lowering maximum available grip. However don’t forget to set the G forces before lowering/raising your car. See how much is left under both maximum lateral and maximum longitudinal G forces – you should not run out of travel at any point (NB: apply maximum lateral and maximum longitudinal forces one at a time). If you run out of suspension travel during racing you will hit the bump stops, which can cause unpredictable handling, and if hit hard enough, will damage your suspension. When I say maximum G forces, these depend on the car and the tyre choice see the G force tables in the appendixes. This will give you a baseline figure for ride height. Should you race on a perfectly flat track, this ride height would be fine, but you need to leave room for bumps and lumps in the track. Of course, this varies for different tracks, and the lines you take round them. To perfect this, use F1perfview and bring up a distance vs. suspension travel left graph. Keep raising the front and rear travel until the suspension doesn’t bottom out anymore. You may find it best to let the suspension just bottom out on or two points around the track however (so long as it does not upset the handling or cause damage), if it lets you run the car lower. There is one final thing to consider when playing with ride heights – and this is the angle of static body pitch of the car. Ideally, you want this to be flat (i.e. no pitch) at all times but due to the fact you’re always going to be accelerating or braking this isn’t going to happen (unless you had crazily stiff suspension and steel tyres). Having a positive body pitch (squat) is generally a bad thing as this means the air under the car is being compressed into a smaller space, so will exert an upward force at the rear of the car, reducing grip (ever so slightly). But don’t forget that accelerating makes the car squat a little so it’s probably best to set the car up to have a little static dive – how much depends on the car and your other suspension settings. ''Note: LFS doesn’t actually take this last paragraph into account yet. One day…'' === Stiffness === Q) '''What does it do?''' A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice versa. Q) '''How do I tune it?''' A) Part 1: Suspension frequencies<br> Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load sensitive). High frequencies do the exact opposite. So obviously there is an optimum point in spring frequency – in real life this is known to be around 1.9-2.2Hz for cars around 1 tonne in mass (typical for GT racing cars). That doesn’t automatically mean these frequencies are best for LFS, however. As the weight increases this optimum frequency decreases and vice versa. Since the heaviest car in the game clocks the scales at just over 1.2 tonnes, 2Hz should still be a good point to start from and I wouldn’t recommend dipping much lower. For lighter cars, this optimum point may reach as high as 3Hz, although I wouldn’t recommend going quite that high for any road car in LFS. It’s best to experiment as see what feels best for you. Formula 1 cars are known to use anything in the range of 4 to 8Hz, but there are more reasons for that which I will explain in part 3. A quick note about creating rallycross setups: you want these to be softer, say between 1.7 to 1.9Hz, with plenty of ride height. This is to allow the tyre to follow all the bumps in the track, and can also be attributed to the softer nature of dirt. So where can you find out the suspension frequency? Colcob’s Setup Analyser would show you these figures, but that is only for v0.3 and hasn’t been yet updated for the latest version at the time of writing. It is possible to update that analyser manually by feeding in the appropriate S2 car data, however. Another effect of changing the spring frequency is how it affects the handling. Higher frequencies make the car more responsive to steering input although setting them too high will make the car nervous. Lower frequencies, although making the car less responsive, helps make the car more chuckable (i.e. you can throw it into corners and it won’t mind so much) but going to low will make the car wallow and you won’t be in complete control. So clearly there is a range or useful frequencies to use, and somewhere in the middle of it all there is a sweet spot – though where it is also depends on the driver. Part 2: Car balance<br> The second thing you can do with suspension is alter the balance of the car – which comes in very handy. While at first it may seem that equal frequencies will give neutral handling, this is only the case if the track widths are equal. If the front track width is wider than the rear (as is usually the case), neutrality is found with a slightly higher spring frequency at the rear. Since all real race cars are RWD, it is normally acceptable to use a rear frequency 0.15 to 0.25Hz lower than on the front as this will introduce some basic understeer. It is best to use as little as possible though because due to the nature of slip angles on tyres, a slight amount of oversteer is fastest. The better your throttle control and counter steering abilities, the less understeer / more oversteer you can get away with. For FWD cars you’d want the rear harder than the front by around this amount (or the front softer than the rear – depending how you look at it). If you were trying to make the car more neutral then reduce the difference in frequencies (this isn’t the only setting that affects car balance however (in fact most settings do really), though one of the two main ways, the other being antiroll). I wouldn’t recommend making the difference in frequencies greater than 0.4 or 0.5Hz though – if the car still isn’t handling like you want then either some other settings need changing or maybe your style of driving (but that’s not the purpose of this guide). Part 3: The downforce twist<br> Unfortunately just when you think something seems relatively simple, something else comes and complicates matters. In this case that thing is downforce. With downforce, as your speed increases you are getting air to push the car onto the ground, which is great for grip as you get more force sticking the tyre to the ground without the nasty side-effect of having to haul more weight around. Of course as speed increases there is more force being exerted onto the springs, so the ride height will be reduced (and most likely, it won’t be reduced equally front and rear, so the car pitch changes also). And of course changing ride height alters the camber of the wheels, making it harder to get camber perfect for both high and low speed corners. Note that downforce does not actually affect spring frequencies (contrary to what older versions of the guide stated – these were incorrect), and thus does not affect damping either. This brings me back to the Formula 1 car comment and why they use such high spring frequencies. The first reason is of course they run with huge amounts of downforce, to such an affect that most of the force holding the car to the road is from downforce rather than the weight of the car. Though this does mean the car could drive upside down (say, on the underside of a bridge) which could make for some wacky racing. Getting back to the point, why do cars with downforce need to run stiffer suspension? This is due to the issues I previously mentioned, e.g. changing of ride height, pitch (which in turn affects downforce) and camber. Stiffer suspension means these properties change less as the car goes around the circuit, making it easier to setup. Also downforce is only created when air is travelling over the car in the correct direction. So high slip angles would mean a loss of downforce and for this reason tyres with low optimum slip angles are used. This also means that the cars are going to snap when traction is lost, so higher spring frequencies are used since their benefits (increased car control) are present but their downsides (worse handling over the limit) no longer really matter. Another reason F1 cars use such high frequencies (and very little suspension travel) is that, unlike GT racing for instance, they use soft tyres with fairly tall side walls. It is the give in the side walls that softens the impacts and cushions the driver and allows him to still see clearly (having the suspension frequency too high would otherwise impair the vision of the driver over non-flat surfaces). === Bump & Rebound Damping === Q) '''What do they do?'''<br> A) These are best explained visually:<br> If a weight was placed on top of a spring and released, the position of that weight would be shown by the green line plotted on the graph below. The purple line shows the position of the weight if the spring had some bump (compression) damping. [[image:sus1.gif]] You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but the movement slows while the weight is rising. [[image:sus2.gif]] In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring. A quick note regarding the XF GTi, XR GT, and UF1000:<br> Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced them is in fact the rebound damping value, while the ompression damping is automatically set to 50% of this value. Q) '''How do I tune them?''' A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has started. Some diagrams may help the explanation. [[image:sus3.gif]] The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped. You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically damped suspension has dealt with and recovered from any bumps as fast as possible. [[image:sus4.gif]] This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line). When there damping is set too high, again the spring takes longer to settle to its resting position. However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed. For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping. Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems. The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers? [[image:sus5.gif]] To quote Carroll Smith:<br> ''“The compression stroke controls the motion of the unsprung mass and the extension stroke controls the motion of the sprung mass.”'' In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key. Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving. === Anti Roll === Q) '''What does it do?'''<br> A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs. So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this movement. So in effect your lovely independent suspension is becoming less ndependent the stiffer your antiroll bars are. Having the suspension independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can obviously get away with a relatively stiff antiroll bar before it becomes a problem. Q) '''How do I tune it?'''<br> A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance. Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will induce oversteer when cornering. That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using. As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent. One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t recommend letting this value go much above 1.0. == Steering == === Maximum Lock === Q) '''What does it do?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''How do I tune it?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === Caster & Inclination === ''Inclination is no longer adjustable in LFS'' Q) '''What do they do?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''How do I tune them?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === Scrub Radius === ''no longer adjustable in LFS'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''What does it do?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''How do I tune it?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === Parallel Steer === Q) '''What does it do?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''How do I tune it?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == Wheels == === Toe In === Q) '''What does it do?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''How do I tune it?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== The Front Wheels ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== The Rear Wheels ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === Camber Adjust === Q) '''What does it do?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''How do I tune it?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === Track === ''no longer adjustable in LFS'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''What is it?'''<br> A) The track width is simply the distance between the left and right wheels. Q) '''How do I tune it?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == Final Drive == === Final Drive Ratio === Q) '''What does it do?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''How do I tune it?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''Locked Diff (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''Open Diff'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''Clutch Pack LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''Viscous LSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''Clutch Pack LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == Tyres == === Type === Q) '''What are they?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''How do I tune them?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as low as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === Pressure === Q) '''What does it do?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''How do I tune it?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == Downforce == === Front/Rear Wing Angle === Q) '''What do they do?'''<br> A) Very simply, higher wing angles increase the downforce given at either the front or the rear of the car, at the cost of increased drag. Exactly how much of each is shown in the table next to the sliders. Q) '''How do I tune them?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- links to other languages --> [[de:Erweiterte Setup Anleitung]] c7b85eeb5ffdf8e2a2e6ef7dd99937576e535b28 日本ドライバー 0 1438 1681 2007-05-17T15:27:38Z Y.GOD 7 wikitext text/x-wiki Fz Foobar Highbrige Michi(JPN) RX-7 Rotary T.K f00ec3a484547c452023e76551aaf649b22cca9e 1684 1681 2007-05-26T11:56:38Z yamakawa 3 wikitext text/x-wiki Fz Foobar Highbrige Michi(JPN) RX-7 Rotary T.K Yama-T ae86afd74b42330ea363c06ad1414b0710f54122 トーク:日本ドライバー 1 1439 1685 2007-05-26T11:58:03Z yamakawa 3 wikitext text/x-wiki この項目は何なのでしょうかw? b889c49df21b1897d0c2ef47c4c5119cdffab0b3 オンラインレースをプレイするにあたって(必読) 0 1440 1689 2007-06-02T11:08:53Z yamakawa 3 wikitext text/x-wiki == Clean Racers Club レース規則の趣旨 == The CRC are well respected in the online racing community and these rules are acknowledged as the guidelines we all should adhere to and strive to drive by. Please think before you blame others, online racing is intense and very competitive and stressful at times, accidents are part of the racing experience and often caused by lag, competitors inattention due to a home phone ringing, family members interrupting them and such things as they cannot control. The most obvious rule is: No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. '''Perhaps the most important rule is:''' No running into the car ahead of you. The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. Please read over and over again. This basically means keep back in first corner after a start, so you know you have room if they misjudge the turn and its your fault if you run into them, learn patience and remember we are not racing for sheep stations! === レース規則 === ==== 規則を知ること ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== 総則 ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== ドライバー名の通則 ==== DE-1: Always use your recognised online name. ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === ピットでのエチケットに関する規則 === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === レース全般に関する規則 === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== 接触譲歩に関する規則 ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. a0d2497183125fef937dd122d9e5d0e11612a3bc オンラインレースをプレイするにあたって(必読!) 0 1441 1691 2007-06-02T12:01:51Z yamakawa 3 wikitext text/x-wiki == CRCとは == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールはオンラインレースのガイドラインとして一般的に認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください、 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 The most obvious rule is: No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. '''Perhaps the most important rule is:''' No running into the car ahead of you. The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. Please read over and over again. This basically means keep back in first corner after a start, so you know you have room if they misjudge the turn and its your fault if you run into them, learn patience and remember we are not racing for sheep stations! === レース規則 === ==== 規則を知ること ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== 総則 ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== ドライバー名の通則 ==== DE-1: Always use your recognised online name. ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === ピットでのエチケットに関する規則 === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === レース全般に関する規則 === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== 接触譲歩に関する規則 ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. 3eaa104f8a48fe9f3460710b988c567af0222716 1692 1691 2007-06-02T12:22:15Z yamakawa 3 wikitext text/x-wiki == CRCとは == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールはオンラインレースのガイドラインとして一般的に認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください、 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインシミュレーションレースはより多くの気配りを必要とします。''' The most obvious rule is: No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. '''Perhaps the most important rule is:''' No running into the car ahead of you. The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. Please read over and over again. This basically means keep back in first corner after a start, so you know you have room if they misjudge the turn and its your fault if you run into them, learn patience and remember we are not racing for sheep stations! === レース規則 === ==== 規則を知ること ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== 総則 ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== ドライバー名の通則 ==== DE-1: Always use your recognised online name. ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === ピットでのエチケットに関する規則 === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === レース全般に関する規則 === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== 接触譲歩に関する規則 ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. e29712cb702543b2e1f62666f43e941e6a5ee307 1693 1692 2007-06-02T12:27:21Z yamakawa 3 wikitext text/x-wiki == CRCとは == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールはオンラインレースのガイドラインとして一般的に認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください、 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' '''Perhaps the most important rule is:''' No running into the car ahead of you. The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. Please read over and over again. This basically means keep back in first corner after a start, so you know you have room if they misjudge the turn and its your fault if you run into them, learn patience and remember we are not racing for sheep stations! === レース規則 === ==== 規則を知ること ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== 総則 ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== ドライバー名の通則 ==== DE-1: Always use your recognised online name. ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === ピットでのエチケットに関する規則 === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === レース全般に関する規則 === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== 接触譲歩に関する規則 ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. 0d34a9edcf8ce6260c683c8a0d0622e5073d0f9b 1694 1693 2007-06-02T12:33:21Z yamakawa 3 wikitext text/x-wiki == CRCとは == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、一般的にオンラインレースのガイドラインとして認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください、 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' '''Perhaps the most important rule is:''' No running into the car ahead of you. The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. Please read over and over again. This basically means keep back in first corner after a start, so you know you have room if they misjudge the turn and its your fault if you run into them, learn patience and remember we are not racing for sheep stations! === レース規則 === ==== 規則を知ること ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== 総則 ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== ドライバー名の通則 ==== DE-1: Always use your recognised online name. ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === ピットでのエチケットに関する規則 === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === レース全般に関する規則 === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== 接触譲歩に関する規則 ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. bec83abe9f8b3a8dff318da81a6f3416bd12eb47 1695 1694 2007-06-02T13:08:45Z yamakawa 3 wikitext text/x-wiki == CRCとは == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、一般的にオンラインレースのガイドラインとして認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください、 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== 総則 ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== ドライバー名の通則 ==== DE-1: Always use your recognised online name. ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === ピットでのエチケットに関する規則 === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === レース全般に関する規則 === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== 接触譲歩に関する規則 ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. 204c3f361ca8947b338b41d20f3461d9bc8fd3fe 1699 1695 2007-06-06T11:29:44Z yamakawa 3 wikitext text/x-wiki == CRCとは == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、一般的にオンラインレースのガイドラインとして認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください、 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めることはオンラインドライバーの責任です。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用してください。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、コース上の車に通行権があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === レース全般に関する規則 === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== 接触譲歩に関する規則 ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. fc088fa651124a4977790674818a2943d1a57d28 画面表示 0 1411 1697 1593 2007-06-04T08:20:19Z Ralf Schumacher 19 /* オン・スクリーン */ wikitext text/x-wiki 表示する項目は Options - Display で自由にカスタマイズできます。<br> また'''「Shift」+「F」''' キーですべての画面表示をOFFにすることも出来ます。 == オン・スクリーン == [[image:on_screen_jp.jpg|thumb|レース画面]] '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 (新たに追加されました) :ホワイト: AIカーや相手であなたはその人より1週遅れになってます。 :ブラック: AIカーや相手であなたはその人を1週遅れにしています。 '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 周回数 / 全周回 '''Total:''' トータルタイム '''Qualify:''' 予選の残り時間 '''Best:''' ベストタイム '''Lap:''' 現在のラップタイム '''Split:''' 最後に通過した区間タイム '''ペダルバー:''' :緑色: アクセル<br> :赤色: ブレーキ<br> :青色: クラッチ<br> :グレー: ハンドブレーキ '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。 '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] 8dc990188aa4b5d7d271ce44ae78adb7429760bd ゲームモード 0 1412 1698 1629 2007-06-04T08:23:29Z Ralf Schumacher 19 /* トレーニング */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|Training]] Live for Speedの新しいトレーニングモードは、レースに必要な運転技術を磨くためのドライビングスクールです。 もちろんLFSのベテランでもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件/目標タイム、学習目的、 ティップスを確認して挑戦して下さい。 全てのレッスンは時間内、またはコースOFFやコーン、AI Carに触れると失格です。レッスンを終えた後、成績が表示されます。 <br> == マルチプレーヤー == [[image:Serverlist.jpg|thumb|Serverlist]] === Multiplayerのメインメニュー === '''オンラインモードの選択:''' Demo・S1・S2から選択できます。Demoはアンロックされていないユーザーと同じになります。レーサーの数は11人に限られています。LFSをまだ買っていない友人とレースをするときに使用して下さい。 '''Windowed while connecting:''' インターネットに接続中、ウインドウモードになります。 '''Search Player:''' LFS内からあらゆるプレーヤーを捜すことができます。あなたが捜しているプレーヤーの名前を入力して下さい。そして、プレーヤーがオンラインならば、あなたは、プレーヤーの居るサーバーに入るかを選択します。 === Display list of games === LFSはマスターサーバーに接続して、hidden設定されない全てのホストを表示します。 リストはどの車が許されるか、どのトラックが使われているか、そして何人のレーサーが現在サーバーにいるか各サーバーに関する延長した情報を含みます。『?』ボタンをクリックすると、サーバーでレーサーの名前を含むチャットウインドウに、いろいろな情報を示します。また画面下部のボタンを使って表示されるサーバーを特定することができます。 '''Car フィルター:''' Carフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:画面右端のCarsボタンリストを使用してください。デフォルトはALLです。 車種別:リスト中央上部に縦にかかれている自動車名をクリックして下さい。黒青赤にセットすることができます。 [青] : この車があるホストを表示します<br> [赤] : この車があるホストを除外します<br> [黒] : 指定なし<br> ゲストへ : 空のホストに接続するのを嫌がらないで!そのうち人々が集まって来るでしょう!<br> ホストへ: なるべく「all cars」に設定しないで! '''Carコード:''' サーバーリストに表示される車種名は、3文字に省略されたCarコードを使用しています。 UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track コード:''' トラックは下のリストのコードを使用します。サーバーリスト内でも使用されます。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。トラックコードは3つの部品の組合せです。 1.トラック識別子、2.コース番号 3.逆走の場合だけ「R」を追加 例:<br> 「BL1R」は、「Blackwood」「GP」「逆走」<br> 「AS3」は、 「Aston」「 National」「順走」になります。 BL - Blackwood (3コース: GP, RallyX, Car Park) SO - South City (5コース: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6コース: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7コース: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1コース : International) KY - Kyoto (3コース: Oval, National, GP Long) AU - Autocross (4コース: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host:''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Guest select track:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' 深夜レースの禁止 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + S) '''Spectate''' 観戦モード '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- links to other languages --> [[en:Game modes]] [[de:Spielmodi]] 2cd5b93c69718d1cf677757aaa8c9e108bba4c33 初心者への注意 0 1442 1701 2007-06-07T16:09:18Z Y.GOD 7 wikitext text/x-wiki 挨拶はきちんとしましょう 例:hi/byeなど フラッグ意味 イエローフラッグ 前方に事故車、若しくは低速車がいる。注意せよ。 ブルーフラッグ 自分が周回遅れで、後方から快速車あり。 ラインを直ちに空けよ。譲れ。 4098abd58b8b94a7b43c9b48755c3387d419f4f7 日本ドライバー 0 1438 1702 1684 2007-06-07T16:16:31Z Y.GOD 7 wikitext text/x-wiki Fz Foobar Highbrige Michi(JPN) RX-7 Rotary T.K Yama-T K9 GAKU y-kaku KAZU Ayame Joe nub sky Fuji3 gills_jpn naminori KASUGAI 但し、他Simに転向した者多数有。年々減少傾向。過疎化。平均年齢低下 8731922885fc452c1ce64a7588907d2a8efe396c 1706 1702 2007-06-08T15:48:23Z Y.GOD 7 wikitext text/x-wiki Fz Foobar Highbrige Michi(JPN) RX-7 Rotary T.K Yama-T K9 GAKU y-kaku KAZU Ayame Joe nub sky Fuji3 gills_jpn naminori KASUGAI 但し、他Simに転向した者多数有。年々減少傾向。過疎化。平均年齢低下 b2187a14dabe7a8bd920a727f0bb659c1c3fff8f 1707 1706 2007-06-08T16:04:50Z Y.GOD 7 wikitext text/x-wiki F-project Ayabon noizo splash-ACE- ma-@Japan kaitea Fz Foobar Highbrige Michi(JPN) RX-7 Rotary T.K Yama-T K9 GAKU y-kaku KAZU Ayame Joe nub sky Fuji3 gills_jpn naminori KASUGAI 但し、他Simに転向した者多数有。年々減少傾向。過疎化。平均年齢低下 9418edf431ebd5d54d613b7a96e06e30a6a4200e 1708 1707 2007-06-08T16:05:27Z Y.GOD 7 wikitext text/x-wiki '''強い強調(太字)'''''弱い強調(斜体)'' F-project Ayabon noizo splash-ACE- ma-@Japan kaitea Fz Foobar Highbrige Michi(JPN) RX-7 Rotary T.K Yama-T K9 GAKU y-kaku KAZU Ayame Joe nub sky Fuji3 gills_jpn naminori KASUGAI 但し、他Simに転向した者多数有。年々減少傾向。過疎化。平均年齢低下 b91c85878f72f1dada7843a10966c87085db3262 1709 1708 2007-06-08T16:06:12Z Y.GOD 7 wikitext text/x-wiki F-project Ayabon noizo splash-ACE- ma-@Japan kaitea Fz Foobar Highbrige Michi(JPN) '''RX-7 Rotary T.K''' Yama-T K9 GAKU y-kaku KAZU Ayame Joe nub sky Fuji3 gills_jpn naminori KASUGAI 但し、他Simに転向した者多数有。年々減少傾向。過疎化。平均年齢低下 6ffb78d1fe1b38042f802f561318a9ca320bd358 1710 1709 2007-06-08T16:06:30Z Y.GOD 7 wikitext text/x-wiki '''F-project Ayabon noizo splash-ACE- ma-@Japan kaitea Fz Foobar Highbrige Michi(JPN) '''RX-7 Rotary T.K''' Yama-T K9 GAKU y-kaku KAZU Ayame Joe nub sky Fuji3 gills_jpn naminori KASUGAI''' 但し、他Simに転向した者多数有。年々減少傾向。過疎化。平均年齢低下 13ae9183d18b64aef86ea41650dbf1c8f74f22b6 1711 1710 2007-06-08T16:07:01Z Y.GOD 7 wikitext text/x-wiki '''''F-project Ayabon noizo splash-ACE- ma-@Japan kaitea Fz Foobar Highbrige Michi(JPN) '''RX-7 Rotary T.K''' Yama-T K9 GAKU y-kaku KAZU Ayame Joe nub sky Fuji3 gills_jpn naminori KASUGAI''''' 但し、他Simに転向した者多数有。年々減少傾向。過疎化。平均年齢低下 d430369021da042c46e034ad8575f6f2a8a2b3c5 1712 1711 2007-06-10T03:38:28Z Y.GOD 7 wikitext text/x-wiki '''''F-project 速★★★ Ayabon 速★★★ noizo 速★★★+ splash-ACE- 速★★★★ ma-@Japan 速★★★ kaitea 速★★★★ Fz 速★★★★ Foobar 速★★+ Highbrige 速★★ Michi(JPN) 速★★★+ '''RX-7 Rotary T.K''' 速★ Yama-T 速★★★ K9 速★★★+ GAKU 速★★★ y-kaku 速★★ KAZU 速★★★+ Ayame 速★★★ Joe 速★★★★ nub 速★★★+ sky 速★★★+ Fuji3 速★ gills_jpn 速★★★ naminori 速★★★ KASUGAI'''''速★★ 但し、他Simに転向した者多数有。年々減少傾向。過疎化。平均年齢低下 150ebf0827952891d09e8f083ddebbecf6b7247f 1713 1712 2007-06-10T03:52:28Z Y.GOD 7 wikitext text/x-wiki '''''F-project 速★★★ L参★★ Ayabon 速★★★ L参★★ noizo 速★★★+ L参★★★ splash-ACE- 速★★★★ L参★ ma-@Japan 速★★★ L参★★★ kaitea 速★★★★ L参★★ Fz 速★★★★ L参★★★ Foobar 速★★+ L参★★+ Highbrige 速★★ L参★★★★ Michi(JPN) 速★★★+ L参★★★ '''RX-7 Rotary T.K''' 速★ L参+ Yama-T 速★★★ L参★★★ K9 速★★★+ L参★★+ GAKU 速★★★ L参★★★★ y-kaku 速★★ L参★★+ KAZU 速★★★+ L参★★★ Ayame 速★★★ L参★ Joe 速★★★★ L参★★★+ nub 速★★★+ L参★★★ sky 速★★★+ L参★★★ Fuji3 速★ L参★ gills_jpn 速★★★ L参★★ naminori 速★★★ L参★★★ KASUGAI'''''速★★ L参★★ 但し、他Simに転向した者多数有。速=速さ L参=現時点LFS参加意欲 ※この数値は、あくまで推測値です。 7f7ba91245418573c6d8b1f1ed972c106becbdbd 1714 1713 2007-06-10T03:58:50Z Y.GOD 7 wikitext text/x-wiki '''''F-project 速★★★ L参★★ Ayabon 速★★★ L参★★ noizo 速★★★+ L参★★★ splash-ACE- 速★★★★ L参★ ma-@Japan 速★★★ L参★★★ kaitea 速★★★★ L参★★ Fz 速★★★★ L参★★★ Foobar 速★★+ L参★★+ Highbrige 速★★ L参★★★★ Michi(JPN) 速★★★+ L参★★★ '''RX-7 Rotary T.K''' 速★ L参+ Yama-T 速★★★ L参★★★ K9 速★★★+ L参★★+ GAKU 速★★★ L参★★★★ y-kaku 速★★ L参★★+ KAZU 速★★★+ L参★★★ Ayame 速★★★ L参★ Joe 速★★★★ L参★★★+ nub 速★★★+ L参★★★ sky 速★★★+ L参★★★ Fuji3 速+ L参+ gills_jpn 速★★★ L参★★ naminori 速★★★ L参★★★ KASUGAI'''''速★★ L参★★ 但し、他Simに転向した者多数有。速=速さ L参=現時点LFS参加意欲 ※この数値は、あくまで推測値です。 65ae98fc4e2f14c0a4a219e455433ee8836607f3 1715 1714 2007-06-10T04:00:04Z Y.GOD 7 wikitext text/x-wiki '''''F-project 速★★★ L参★★ Ayabon 速★★★ L参★★ noizo 速★★★+ L参★★★ splash-ACE- 速★★★★ L参★ ma-@Japan 速★★★ L参★★★ kaitea 速★★★★ L参★★ Fz 速★★★★ L参★★★ Foobar 速★★+ L参★★+ Highbrige 速★★ L参★★★★ Michi(JPN) 速★★★+ L参★★★ '''RX-7 Rotary T.K''' 速★ L参+ Yama-T 速★★★ L参★★★ K9 速★★★+ L参★★+ GAKU 速★★★ L参★★★★ y-kaku 速★★ L参★★+ KAZU 速★★★+ L参★★★ Ayame 速★★★ L参★ Joe 速★★★★ L参★★★+ nub 速★★★+ L参★★★ sky 速★★★+ L参★★★ Fuji3 速+ L参+ gills_jpn 速★★★ L参★★ naminori 速★★★ L参★★★ KASUGAI'''''速★★ L参★★ 但し、他Simに転向した者多数有。速=速さ L参=現時点LFS参加意欲 ※この数値は、あくまで推測値です。 自分で変更してもらっても構いません f76182a78235d61f2812ecdefbcdad6a3f5fb6cd 1716 1715 2007-06-10T04:06:47Z Y.GOD 7 wikitext text/x-wiki '''''F-project 速★★★ L参★★ Ayabon 速★★★ L参★★ noizo 速★★★ L参★★★ splash-ACE- 速★★★★ L参★ ma-@Japan 速★★★ L参★★★ kaitea 速★★★★ L参★★ Fz 速★★★★ L参★★★ Foobar 速★★+ L参★★+ Highbrige 速★★ L参★★★★ Michi(JPN) 速★★★+ L参★★★ '''RX-7 Rotary T.K''' 速/ L参+ Yama-T 速★★★ L参★★★ K9 速★★★+ L参★★+ GAKU 速★★★ L参★★★★ y-kaku 速★★ L参★★+ KAZU 速★★★+ L参★★★ Ayame 速★★★ L参★ Joe 速★★★★ L参★★★+ nub 速★★★+ L参★★★ sky 速★★★+ L参★★★ Fuji3 速+ L参+ gills_jpn 速★★★ L参★★ naminori 速★★★ L参★★★ KASUGAI'''''速★★ L参★★ 但し、他Simに転向した者多数有。速=速さ L参=現時点LFS参加意欲 ※この数値は、あくまで推測値です。 自分で変更してもらっても構いません d6d783ee662c91a15c2f18ea0a8c5282ea015e9c 1717 1716 2007-06-10T04:07:52Z Y.GOD 7 wikitext text/x-wiki '''''F-project 速★★★ L参★★ Ayabon 速★★★ L参★★ noizo 速★★★+ L参★★★ splash-ACE- 速★★★★ L参★ ma-@Japan 速★★★ L参★★★ kaitea 速★★★★ L参★★ Fz 速★★★★ L参★★★ Foobar 速★★+ L参★★+ Highbrige 速★★ L参★★★★ Michi(JPN) 速★★★+ L参★★★ '''RX-7 Rotary T.K''' 速★ L参+ Yama-T 速★★★ L参★★★ K9 速★★★+ L参★★+ GAKU 速★★★ L参★★★★ y-kaku 速★★ L参★★+ KAZU 速★★★+ L参★★★ Ayame 速★★★ L参★ Joe 速★★★★ L参★★★+ nub 速★★★+ L参★★★ sky 速★★★+ L参★★★ Fuji3 速+ L参+ gills_jpn 速★★★ L参★★ naminori 速★★★ L参★★★ KASUGAI'''''速★★ L参★★ 但し、他Simに転向した者多数有。速=速さ L参=現時点LFS参加意欲 ※この数値は、あくまで推測値です。 自分で変更してもらっても構いません +は★の半分です 7c4f95329b71b8c0f35d4b20354acb87d2c8bf6a 1718 1717 2007-06-10T04:09:53Z Y.GOD 7 wikitext text/x-wiki '''''F-project 速★★★ L参★★ Ayabon 速★★★ L参★★ noizo 速★★★+ L参★★★ splash-ACE- 速★★★★ L参★ ma-@Japan 速★★★ L参★★★ kaitea 速★★★★ L参★★ Fz 速★★★★ L参★★★ Foobar 速★★+ L参★★+ Highbrige 速★★ L参★★★★ Michi(JPN) 速★★★+ L参★★★ '''RX-7 Rotary T.K''' 速★ L参+ Yama-T 速★★★ L参★★★ K9 速★★★+ L参★★+ GAKU 速★★★ L参★★★★ y-kaku 速★★ L参★★+ KAZU 速★★★+ L参★★★ Ayame 速★★★ L参★ Joe 速★★★★ L参★★★+ nub 速★★★+ L参★★★ sky 速★★★+ L参★★★ Fuji3 速+ L参+ gills_jpn 速★★★ L参★★ naminori 速★★★ L参★★★ KASUGAI'''''速★★ L参★★ 但し、他Simに転向した者多数有。 速=速さ L参=現時点LFS参加意欲 ※この数値は、あくまで推測値です。 自分で変更してもらっても構いません +は★の半分です d60fce83fb6cdd6aa39c143bb4a3e6371577a39b 1738 1718 2007-09-04T09:57:04Z RX-7 rotary T.K 27 wikitext text/x-wiki '''''F-project 速★★★ L参★★ Ayabon 速★★★ L参★★ noizo 速★★★+ L参★★★ splash-ACE- 速★★★★ L参★ ma-@Japan 速★★★ L参★★★ kaitea 速★★★★ L参★★ Fz 速★★★★ L参★★★ Foobar 速★★+ L参★★+ Highbrige 速★★ L参★★★★ Michi(JPN) 速★★★+ L参★★★ Yama-T 速★★★ L参★★★ K9 速★★★+ L参★★+ GAKU 速★★★ L参★★★★ y-kaku 速★★ L参★★+ KAZU 速★★★+ L参★★★ Ayame 速★★★ L参★ Joe 速★★★★ L参★★★+ nub 速★★★+ L参★★★ sky 速★★★+ L参★★★ Fuji3 速+ L参+ gills_jpn 速★★★ L参★★ naminori 速★★★ L参★★★ KASUGAI'''''速★★ L参★★ 但し、他Simに転向した者多数有。 速=速さ L参=現時点LFS参加意欲 ※この数値は、あくまで推測値です。 自分で変更してもらっても構いません +は★の半分です 76c79fcc2381aef92b833cec25729c5791f15a0f 1741 1738 2007-10-23T12:59:12Z Y.GOD 7 wikitext text/x-wiki '''''F-project 速★★★ L参★★ Ayabon 速★★★ L参★★ noizo 速★★★+ L参★★★ splash-ACE- 速★★★★ L参★ ma-@Japan 速★★★ L参★★★ kaitea 速★★★★ L参★★ Fz 速★★★★ L参★★★ Foobar 速★★+ L参★★+ Highbrige 速★★ L参★★★★ Michi(JPN) 速★★★+ L参★★★ Yama-T 速★★★ L参★★★ K9 速★★★+ L参★★+ GAKU 速★★★ L参★★★★ y-kaku 速★★ L参★★+ KAZU 速★★★+ L参★★★ Ayame 速★★★ L参★ Joe 速★★★★ L参★★★+ nub 速★★★+ L参★★★ sky 速★★★+ L参★★★ Fuji3 速+ L参+ gills_jpn 速★★★ L参★★ naminori 速★★★ L参★★★ KASUGAI'''''速★★ L参★★ 4.5AG(JPN) 速★★★+ L参★★★ Akihiro 速★★ L参★★ 但し、他Simに転向した者多数有。 速=速さ L参=現時点LFS参加意欲 ※この数値は、あくまで推測値です。 自分で変更してもらっても構いません +は★の半分です 49c0f1b08c5fee69e3a5bf3f389ff457adb6d35c メインページ 0 1 1703 1700 2007-06-08T12:43:46Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W48''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレーヤー:''' '''最高47人'''のゲストが、ホストに接続できるようになりました。 マルチプレーヤーレースにおいて同時プレイ台数が'''最大32台'''まで増えました。 デモでは、15人が接続することができます。 '''フライングスタート制'''を導入しました。 スタートライトの赤と緑の間の'''時間'''を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると'''自動的にSpectate'''するようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 '''F11メニュー'''でハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が'''延長'''されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、'''1%'''~100%になりました。 予選とプラクティスは、'''ピットレーン'''からのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレーヤーで、'''最高20台のAI車'''を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、'''シングルプレーヤーモード'''でも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 新しい'''ハンディキャップシステム'''。(車のセットアップ画面で設定) クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を'''変更'''できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を'''削除'''しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます '''ペナルティーの理由'''を画面にテキスト表示するようになりました。 「 Display 」オプションに、'''バーチャルステアリングゲージ'''の表示・非表示を追加。 「 Display 」オプションに、'''スモールマップの回転'''を追加。 '''インターフェース:''' ピットから直接'''spectate'''するボタンを追加しました。 TrackIRの'''6軸'''検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 '''SHIFT+P''' 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 '''SHIFT+O''' 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 '''SHIFT+S'''(spectate)」と「 '''SHIFT+P'''(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力に'''ボタンルック'''を追加しました。 Automatic unpause when starting or restarting a replay '''イグニッション'''「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は'''1%単位'''で調節することができるようになりました。 '''ESCメニュー'''改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 '''WRONG WAY''' 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『'''リセット'''(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「'''always''' 」と「'''never''' 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で'''2000'''のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから'''除く'''システムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや'''先読み'''をするようにしました。 「new colours」はスキン選択と'''統合'''されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、'''最高8つ'''のTCPまたはUDP接続を許可します。 '''より多くの'''レーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレーヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) '''新しい『 /i 』コマンド'''はレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 '''/p_clear''' 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレーヤー'''全員をピットに移動'''することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。 ディスコネクション(回線断線)'''理由'''のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする'''日数を入力'''できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 033758bc0753b13066cb588a4b3538c9acb16cb1 1719 1703 2007-06-10T04:23:20Z Y.GOD 7 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] #[[オススメ鯖リスト]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version W''')] [http://www.lfsforum.net/showthread.php?t=24646 テストパッチ掲示板 (最新テストバージョン: '''W48''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレーヤー:''' '''最高47人'''のゲストが、ホストに接続できるようになりました。 マルチプレーヤーレースにおいて同時プレイ台数が'''最大32台'''まで増えました。 デモでは、15人が接続することができます。 '''フライングスタート制'''を導入しました。 スタートライトの赤と緑の間の'''時間'''を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると'''自動的にSpectate'''するようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 '''F11メニュー'''でハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が'''延長'''されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、'''1%'''~100%になりました。 予選とプラクティスは、'''ピットレーン'''からのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレーヤーで、'''最高20台のAI車'''を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、'''シングルプレーヤーモード'''でも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 新しい'''ハンディキャップシステム'''。(車のセットアップ画面で設定) クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を'''変更'''できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を'''削除'''しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます '''ペナルティーの理由'''を画面にテキスト表示するようになりました。 「 Display 」オプションに、'''バーチャルステアリングゲージ'''の表示・非表示を追加。 「 Display 」オプションに、'''スモールマップの回転'''を追加。 '''インターフェース:''' ピットから直接'''spectate'''するボタンを追加しました。 TrackIRの'''6軸'''検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 '''SHIFT+P''' 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 '''SHIFT+O''' 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 '''SHIFT+S'''(spectate)」と「 '''SHIFT+P'''(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力に'''ボタンルック'''を追加しました。 Automatic unpause when starting or restarting a replay '''イグニッション'''「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は'''1%単位'''で調節することができるようになりました。 '''ESCメニュー'''改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 '''WRONG WAY''' 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『'''リセット'''(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「'''always''' 」と「'''never''' 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で'''2000'''のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから'''除く'''システムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや'''先読み'''をするようにしました。 「new colours」はスキン選択と'''統合'''されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、'''最高8つ'''のTCPまたはUDP接続を許可します。 '''より多くの'''レーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレーヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) '''新しい『 /i 』コマンド'''はレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 '''/p_clear''' 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレーヤー'''全員をピットに移動'''することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。 ディスコネクション(回線断線)'''理由'''のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする'''日数を入力'''できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 60299cf1e23e7477d9039a6b7089aace522a510b 1721 1719 2007-06-23T10:53:17Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] #[[オススメ鯖リスト]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version X''')] [http://www.lfsforum.net/showthread.php?p=464993#post464993 テストパッチ掲示板 (最新テストバージョン: '''Version X2''')] [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X の主な改良点''' '''マルチプレーヤー:''' '''最高47人'''のゲストが、ホストに接続できるようになりました。 マルチプレーヤーレースにおいて同時プレイ台数が'''最大32台'''まで増えました。 デモでは、15人が接続することができます。 '''フライングスタート制'''を導入しました。 スタートライトの赤と緑の間の'''時間'''を変更しました。 メッセージ「Can't x - a player is connecting」を無効にしました。 hotlapsを有効なままにしている間、新しい「canreset」オプションを実装しました。 車がルート外に出ると'''自動的にSpectate'''するようになりました。 マスターサーバーで総合的なハンディキャップを設定できます。 '''F11メニュー'''でハンディキャップを確認できます。F12でタイヤの種類を確認できます。 グリッド再オーダーは、リスタートと同様にエンドレースでされるようになりました。 (Grid reordering is now done on end race as well as restart) キック・バン投票の受け付け時間が'''延長'''されました。 '''レース:''' スタートとピットイン時の搭載燃料量が、'''1%'''~100%になりました。 予選とプラクティスは、'''ピットレーン'''からのスタートとなりました。 Qualifying out lap is no longer counted as a valid lap シングルプレーヤーで、'''最高20台のAI車'''を走らすことができるようになりました。(要ハイスペックPC) ピットへの指示(F12)とライブセッティング(F11)は、'''シングルプレーヤーモード'''でも機能するようになりました。 『 SHIFT+G 』でギアシフトを選択しても、SP記録を止めないようになりました。 新しい'''ハンディキャップシステム'''。(車のセットアップ画面で設定) クラッチパック・デファレンシャルのプリロードセッティングが追加されました。 '''画面表示:''' スモールマップの色を'''変更'''できるようになりました。:Options→-Display→Interface スモールマップで周回遅れの車がより見やすいようになりました。 自動リザルト表示 … ドライビング中は、スモールマップを表示したままになりました。 オプションから『 Hide / show results 』を'''削除'''しました。 (CTRL+TABで利用可能) タイミング情報の表示方法が変更されました。 黄色のフィニッシュメッセージは、中央テキストで繰り返されないようになりました。 コネクションバーはタイヤ情報とで見にくい場合、描画しないようになりました。 予選中の車は、オレンジで表示されます。(他の車は黄色) 予選位置は、レースのような黄色で示されます '''ペナルティーの理由'''を画面にテキスト表示するようになりました。 「 Display 」オプションに、'''バーチャルステアリングゲージ'''の表示・非表示を追加。 「 Display 」オプションに、'''スモールマップの回転'''を追加。 '''インターフェース:''' ピットから直接'''spectate'''するボタンを追加しました。 TrackIRの'''6軸'''検出(6DOF)に対応しました。 オートクロスが  PgUp/PgDnで起こるけれども、スクロールしてください 「 '''SHIFT+P''' 」でゲームセットアップスクリーンからガレージに入れるようになりました。 「 '''SHIFT+O''' 」でシングル・リプレイ中にオプションを表示できるようになりました。 新しく「 '''SHIFT+S'''(spectate)」と「 '''SHIFT+P'''(ピットイン)」のショートカットが追加されました。 TrackIRのyaw出力に'''ボタンルック'''を追加しました。 Automatic unpause when starting or restarting a replay '''イグニッション'''「 I 」キーは、その他のキーまたはボタンに割り当てられるようになりました。 ピットインまたはspectate時のサウンドエフェクトを削除しました。 ピットへの燃料給油指示(F12)は'''1%単位'''で調節することができるようになりました。 '''ESCメニュー'''改善:キー入力ができるようになりました。(画面にリスト表示) レースコントロールメッセージで「 '''WRONG WAY''' 」メッセージを優先して表示するようになりました。 より広いFOVと、より多くの表示ピッチが利用できるようになりました。(極端なセッティング用に) サーバーリストのフィルターに、『'''リセット'''(車のリセットを許可/禁止)』を追加しました。 Place objectsはレースかクォリファイにエントリー中、消されるようになりました。 '''スキン :''' リプレイモード時に、スキンダウンロード画面に「'''always''' 」と「'''never''' 」オプションが付きました。 高解像度プレミアムスキン・ダウンロードシステム。(£1で'''2000'''のダウンロードが可能) 使用されていないスキンをビデオカードのメモリから'''除く'''システムの追加。 トラックを読み込み後、サーバー接続の間にスキンのダウンロードや'''先読み'''をするようにしました。 「new colours」はスキン選択と'''統合'''されました。 skinsフォルダーのスキンは、フルスキンを使用する場合DDSにコンバートしません。 '''InSim:''' 新バージョンのInSimは、'''最高8つ'''のTCPまたはUDP接続を許可します。 '''より多くの'''レーストラッキング情報、たくさんのパケットが追加されました。(InSim.txtを参照してください) AIドライバーに関してより多くのコマンドが機能するようになりました。( /spec /pitlane /p_xxx) ジョインしているプレーヤーに対してより多くのコマンドが機能するようになりました。(例 /spec /laps) '''新しい『 /i 』コマンド'''はレースコントロールプログラムにメッセージを送ることができます。 レースペナルティーは、『 '''/p_clear''' 』コマンドで取り消しすることができます。 『 /pit_all 』コマンドでプレーヤー'''全員をピットに移動'''することが出来ます。 サーバー管理者は、『 IS_REO(race reorder)』パケットを使用することが出来るようになりました。 新パケット 『 IS_MSX 』… より長いメッセージのタイピングを許可します。 新パケット 『 IS_MSL 』 … ローカルコンピュータでメッセージを出力してください。 '''システム:''' それが利用できるならば、HVSを使わないために、オプションを削除しました。 ディスコネクション(回線断線)'''理由'''のメッセージ表示の改善。 サーバー管理者はオンライン上でレイアウトを編集、/axsaveができるようになりました。 サーバー管理者がBANするときに、ダイアログでBANする'''日数を入力'''できるようになりました。 サーバー管理者はコネクションリストで、他の管理者を見ることができるようになりました。 SPR・MPR・RAFファイル形式に、ショートトラック名を追加しました。 hotlapファイルヘッダにハンディキャップ重量と吸気制限量を追加しました。 最大接続数の増加のため、最大物理計算オブジェクトがより増加しました。 トラックまたはコンフィグを変更しても、(もし可能なら)スタートグリッドはそのままです。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 223d4c7a8893a8af00db7a653170ddc03ced002b 1732 1721 2007-07-09T11:11:40Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] #[[オススメ鯖リスト]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version X10''')] テストパッチ掲示板 (最新テストバージョン: '''現在ありません。''') [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X10 の主な改良点''' *'''インターフェース :''' ロビー画面に'''Start grid(1/12)'''のようにスタートグリッド数が表示されるようになりました。 '''「CTRL」+「SHIFT」'''で ユーザーネームを表示可能になりました。 3Dメニューオブジェクトの改善。 Options->Display->Interfaceで画面表示全体の位置とサイズを調整可能に。 ゲームパッド用に『Analogue steer smooth』の最大が'''0.95'''になりました。 オフラインSkinと自動アップデートのダウンロード速度が'''速く'''なりました。 *'''グラフィックス :''' 2D表示システムのマイナーな最適化。(ワイドスクリーンエフェクト、ミラー描画) Graphicsオプション:『'''32 bit sky'''』の追加。(デフォルトは32ビット) 改善されたテクスチャーコード。(可能な限りプログラムのクラッシュを避けるため) *'''*マルチプレーヤー :''' ホストオプションに'''コックピット視点を強制する'''『force cockpit view』が追加されました。 List of Games画面から『Full hosts』のフィルターを'''削除'''しました。 動かされたコーンやオブジェクトは、元の位置に'''速く戻る'''ようになりました。 MPRヘッダーにhandicapsとstart position、user nameが追加されました。 '''リプレイ中「CTRL+SHIFT」'''で画面左上に記録した日時(GMT)が表示されるようになりました。 *'''*InSim / プログラマー向け :''' シングルプレイのリプレイにUsernameがセーブされるようになりました。 IS_NPL パケットにDriver model byte を追加。 最小 MCI / NLP タイムインターバルが50 msに。 新パケット IS_AXO … オートクロスオブジェクトに衝突時 新パケット IS_AXI と IS_AXC … レイアウト情報をリポート。 Copyright : ----------- (c) 2002-2007 Scawen Roberts - Eric Bailey - Victor van Vlaardingen |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 16e478d3d8db8324e57e99750e0c7811e431c3ec 1733 1732 2007-07-09T11:12:17Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] #[[オススメ鯖リスト]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version X10''')] テストパッチ掲示板 (最新テストバージョン: '''現在ありません。''') [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X10 の主な改良点''' *'''インターフェース :''' ロビー画面に'''Start grid(1/12)'''のようにスタートグリッド数が表示されるようになりました。 '''「CTRL」+「SHIFT」'''で ユーザーネームを表示可能になりました。 3Dメニューオブジェクトの改善。 Options->Display->Interfaceで画面表示全体の位置とサイズを調整可能に。 ゲームパッド用に『Analogue steer smooth』の最大が'''0.95'''になりました。 オフラインSkinと自動アップデートのダウンロード速度が'''速く'''なりました。 *'''グラフィックス :''' 2D表示システムのマイナーな最適化。(ワイドスクリーンエフェクト、ミラー描画) Graphicsオプション:『'''32 bit sky'''』の追加。(デフォルトは32ビット) 改善されたテクスチャーコード。(可能な限りプログラムのクラッシュを避けるため) *'''マルチプレーヤー :''' ホストオプションに'''コックピット視点を強制する'''『force cockpit view』が追加されました。 List of Games画面から『Full hosts』のフィルターを'''削除'''しました。 動かされたコーンやオブジェクトは、元の位置に'''速く戻る'''ようになりました。 MPRヘッダーにhandicapsとstart position、user nameが追加されました。 '''リプレイ中「CTRL+SHIFT」'''で画面左上に記録した日時(GMT)が表示されるようになりました。 *'''InSim / プログラマー向け :''' シングルプレイのリプレイにUsernameがセーブされるようになりました。 IS_NPL パケットにDriver model byte を追加。 最小 MCI / NLP タイムインターバルが50 msに。 新パケット IS_AXO … オートクロスオブジェクトに衝突時 新パケット IS_AXI と IS_AXC … レイアウト情報をリポート。 Copyright : ----------- (c) 2002-2007 Scawen Roberts - Eric Bailey - Victor van Vlaardingen |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 1b007c25ecc0bf8407d3c21ee351e94318006e26 1737 1733 2007-08-11T02:09:25Z Y.GOD 7 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version X10''')] テストパッチ掲示板 (最新テストバージョン: '''現在ありません。''') [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X10 の主な改良点''' *'''インターフェース :''' ロビー画面に'''Start grid(1/12)'''のようにスタートグリッド数が表示されるようになりました。 '''「CTRL」+「SHIFT」'''で ユーザーネームを表示可能になりました。 3Dメニューオブジェクトの改善。 Options->Display->Interfaceで画面表示全体の位置とサイズを調整可能に。 ゲームパッド用に『Analogue steer smooth』の最大が'''0.95'''になりました。 オフラインSkinと自動アップデートのダウンロード速度が'''速く'''なりました。 *'''グラフィックス :''' 2D表示システムのマイナーな最適化。(ワイドスクリーンエフェクト、ミラー描画) Graphicsオプション:『'''32 bit sky'''』の追加。(デフォルトは32ビット) 改善されたテクスチャーコード。(可能な限りプログラムのクラッシュを避けるため) *'''マルチプレーヤー :''' ホストオプションに'''コックピット視点を強制する'''『force cockpit view』が追加されました。 List of Games画面から『Full hosts』のフィルターを'''削除'''しました。 動かされたコーンやオブジェクトは、元の位置に'''速く戻る'''ようになりました。 MPRヘッダーにhandicapsとstart position、user nameが追加されました。 '''リプレイ中「CTRL+SHIFT」'''で画面左上に記録した日時(GMT)が表示されるようになりました。 *'''InSim / プログラマー向け :''' シングルプレイのリプレイにUsernameがセーブされるようになりました。 IS_NPL パケットにDriver model byte を追加。 最小 MCI / NLP タイムインターバルが50 msに。 新パケット IS_AXO … オートクロスオブジェクトに衝突時 新パケット IS_AXI と IS_AXC … レイアウト情報をリポート。 Copyright : ----------- (c) 2002-2007 Scawen Roberts - Eric Bailey - Victor van Vlaardingen |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 513b5c36a70050edc387e318c23f8ec3792768c6 1740 1737 2007-09-04T11:52:33Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[各コースごとの、カーセットアップ]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version X10''')] テストパッチ掲示板 (最新テストバージョン: '''現在ありません。''') [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X10 の主な改良点''' *'''インターフェース :''' ロビー画面に'''Start grid(1/12)'''のようにスタートグリッド数が表示されるようになりました。 '''「CTRL」+「SHIFT」'''で ユーザーネームを表示可能になりました。 3Dメニューオブジェクトの改善。 Options->Display->Interfaceで画面表示全体の位置とサイズを調整可能に。 ゲームパッド用に『Analogue steer smooth』の最大が'''0.95'''になりました。 オフラインSkinと自動アップデートのダウンロード速度が'''速く'''なりました。 *'''グラフィックス :''' 2D表示システムのマイナーな最適化。(ワイドスクリーンエフェクト、ミラー描画) Graphicsオプション:『'''32 bit sky'''』の追加。(デフォルトは32ビット) 改善されたテクスチャーコード。(可能な限りプログラムのクラッシュを避けるため) *'''マルチプレーヤー :''' ホストオプションに'''コックピット視点を強制する'''『force cockpit view』が追加されました。 List of Games画面から『Full hosts』のフィルターを'''削除'''しました。 動かされたコーンやオブジェクトは、元の位置に'''速く戻る'''ようになりました。 MPRヘッダーにhandicapsとstart position、user nameが追加されました。 '''リプレイ中「CTRL+SHIFT」'''で画面左上に記録した日時(GMT)が表示されるようになりました。 *'''InSim / プログラマー向け :''' シングルプレイのリプレイにUsernameがセーブされるようになりました。 IS_NPL パケットにDriver model byte を追加。 最小 MCI / NLP タイムインターバルが50 msに。 新パケット IS_AXO … オートクロスオブジェクトに衝突時 新パケット IS_AXI と IS_AXC … レイアウト情報をリポート。 Copyright : ----------- (c) 2002-2007 Scawen Roberts - Eric Bailey - Victor van Vlaardingen |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] fba365d40209839c2f3e12be76bed89165089371 1742 1740 2007-10-23T13:00:35Z Y.GOD 7 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[速い日本人の、各コースラップタイム]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version X10''')] テストパッチ掲示板 (最新テストバージョン: '''現在ありません。''') [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X10 の主な改良点''' *'''インターフェース :''' ロビー画面に'''Start grid(1/12)'''のようにスタートグリッド数が表示されるようになりました。 '''「CTRL」+「SHIFT」'''で ユーザーネームを表示可能になりました。 3Dメニューオブジェクトの改善。 Options->Display->Interfaceで画面表示全体の位置とサイズを調整可能に。 ゲームパッド用に『Analogue steer smooth』の最大が'''0.95'''になりました。 オフラインSkinと自動アップデートのダウンロード速度が'''速く'''なりました。 *'''グラフィックス :''' 2D表示システムのマイナーな最適化。(ワイドスクリーンエフェクト、ミラー描画) Graphicsオプション:『'''32 bit sky'''』の追加。(デフォルトは32ビット) 改善されたテクスチャーコード。(可能な限りプログラムのクラッシュを避けるため) *'''マルチプレーヤー :''' ホストオプションに'''コックピット視点を強制する'''『force cockpit view』が追加されました。 List of Games画面から『Full hosts』のフィルターを'''削除'''しました。 動かされたコーンやオブジェクトは、元の位置に'''速く戻る'''ようになりました。 MPRヘッダーにhandicapsとstart position、user nameが追加されました。 '''リプレイ中「CTRL+SHIFT」'''で画面左上に記録した日時(GMT)が表示されるようになりました。 *'''InSim / プログラマー向け :''' シングルプレイのリプレイにUsernameがセーブされるようになりました。 IS_NPL パケットにDriver model byte を追加。 最小 MCI / NLP タイムインターバルが50 msに。 新パケット IS_AXO … オートクロスオブジェクトに衝突時 新パケット IS_AXI と IS_AXC … レイアウト情報をリポート。 Copyright : ----------- (c) 2002-2007 Scawen Roberts - Eric Bailey - Victor van Vlaardingen |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] a9b390ba07f332789fa1ba6932b69ccd25b46cd3 1743 1742 2007-10-23T13:03:14Z Y.GOD 7 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[日本ドライバー]] #[[クレジット]] #[[初心者への注意]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version X10''')] テストパッチ掲示板 (最新テストバージョン: '''現在ありません。''') [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! ---- '''Version X10 の主な改良点''' *'''インターフェース :''' ロビー画面に'''Start grid(1/12)'''のようにスタートグリッド数が表示されるようになりました。 '''「CTRL」+「SHIFT」'''で ユーザーネームを表示可能になりました。 3Dメニューオブジェクトの改善。 Options->Display->Interfaceで画面表示全体の位置とサイズを調整可能に。 ゲームパッド用に『Analogue steer smooth』の最大が'''0.95'''になりました。 オフラインSkinと自動アップデートのダウンロード速度が'''速く'''なりました。 *'''グラフィックス :''' 2D表示システムのマイナーな最適化。(ワイドスクリーンエフェクト、ミラー描画) Graphicsオプション:『'''32 bit sky'''』の追加。(デフォルトは32ビット) 改善されたテクスチャーコード。(可能な限りプログラムのクラッシュを避けるため) *'''マルチプレーヤー :''' ホストオプションに'''コックピット視点を強制する'''『force cockpit view』が追加されました。 List of Games画面から『Full hosts』のフィルターを'''削除'''しました。 動かされたコーンやオブジェクトは、元の位置に'''速く戻る'''ようになりました。 MPRヘッダーにhandicapsとstart position、user nameが追加されました。 '''リプレイ中「CTRL+SHIFT」'''で画面左上に記録した日時(GMT)が表示されるようになりました。 *'''InSim / プログラマー向け :''' シングルプレイのリプレイにUsernameがセーブされるようになりました。 IS_NPL パケットにDriver model byte を追加。 最小 MCI / NLP タイムインターバルが50 msに。 新パケット IS_AXO … オートクロスオブジェクトに衝突時 新パケット IS_AXI と IS_AXC … レイアウト情報をリポート。 Copyright : ----------- (c) 2002-2007 Scawen Roberts - Eric Bailey - Victor van Vlaardingen |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 512d01faa40f927717acd6930f4b5b1e4ec9919d 1745 1743 2007-11-14T10:27:25Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[初心者への注意]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == ダウンロード == [http://www.liveforspeed.net/?page=downloads Live for Speed S2 & パッチ (最新バージョン: '''Version X12''')] テストパッチ掲示板 (最新テストバージョン: '''現在ありません。''') [http://www.lfsforum.net/forumdisplay.php?f=24 ツール/スキン/内装テクスチャー/Autocrossコースレイアウトなどの掲示板] 注)テストパッチは開発中のため不具合がある場合があります。バグ報告・提案などがあれば気軽に掲示板に書き込むことでLFSの開発に参加できます。あなたのアイデアがLFSの次のバージョンで採用されるかもしれません! |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 938859a15aad8954633ca6b1676f5cf68c754492 1746 1745 2007-11-14T10:28:41Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[初心者への注意]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 993749d29e52366608dd87e7f2636a6c6641dfb0 1749 1746 2007-11-21T12:23:22Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] d82f72db2d7358ca87ad747a742ce3bce7a5bf6e 1750 1749 2007-11-21T12:25:00Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 7d1554276ebccd4649dc300d2794f85a7cdf3577 1751 1750 2007-11-21T12:26:24Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 077966d1fa432a74f009affe1a93f5354cbbf6a6 オンラインレースをプレイするにあたって(必読!) 0 1441 1704 1699 2007-06-08T12:44:39Z yamakawa 3 wikitext text/x-wiki == CRCとは == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めなければなりません。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用してください。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. 3ef83b389ee8b869ecbb1989a2b295df06f1c9bf 1705 1704 2007-06-08T12:47:09Z yamakawa 3 wikitext text/x-wiki == CRCとは == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. a97ad439df5ddbc024574f148d71d275eb49d589 オススメ鯖リスト 0 1443 1720 2007-06-10T04:33:47Z Y.GOD 7 wikitext text/x-wiki S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 9e69c1d0eb4e5e9443195234f628486b96dde39a 1739 1720 2007-09-04T11:49:39Z Y.GOD 7 wikitext text/x-wiki S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 0dfbf697678ead156e01ed97d6b18dbf34a5c28d オプション 0 1413 1722 1649 2007-06-23T11:53:36Z yamakawa 3 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。''' == 【Audio】 == [[image:Audio.jpg|thumb|Audio]] BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 <br><br><br><br> == 【Screen】 == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == 【Graphics】 == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == 【View】 == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == 【Display】 == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやスモールマップ、テキストの色・透明度を変更できます。 <br><br><br><br> == 【Player】 == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == 【Controls】 == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 === ホイール・コントローラーのセットアップ === これは、車輪とジョイスティックユーザーが軸を割り当てるようになる地域です。また、大部分のこれらのオプションは主にクリックであって、タイプボタンをセットします。第1に、あなたの器材がコンピュータとウインドウに付けられることを確認します‖装置を見つけます、そして、それはコントロールパネル/Game Controller地域で準備されました。必要ならばあなたのプロフィーラーソフトウェアを走らせて、必要ならばウインドウレベルで複合軸をはずしてください。LFSでセットアップに試みる前にウインドウソフトウェアを使用することを調整してください。 あなたがあなたの頭上に示される規制画面に到着するとき、あなたの車輪またはジョイスティックをLFSで最も動かせるためにオプションの範囲を利用できるそれらから選ぶことができてください。ボタンのクリックがSteerから始めさせる軸を選びます:ハイライト食用牛とあなたは、パネル利用できる軸がそこからの上で軽く、あなたが軸のどれを使うべきかについて選ぶことができると決意すると気がつきます。軸から二軒目のバーが、あなたに図にされた装置の運動の範囲を示して、使われます調整する。さらに同じだけまたはあなたが望むのと同じくらい少ないをハイライトして、選んでください。 力フィードバックコントローラによるそれらのために、あなたはフォースFeedbackがどんな前のセッティングでも実施されさせるのを可能にしなければなりません – 終わるとき、あなたがとても各々軸をテストする必要があって時々コントローラが標準に別に配線される、そして、あなたのブレーキまたはアクセラレータが全ての時間にあるかもしれなくて、正しくて、そして、翻されない。あなたがそれから選択をするならば、あなたを再調整して車輪またはジョイスティックが残した当時のターンと最大の限度を決定して、あなたにはスロットルその他の上で最大のセッティングがあるならば、セッティングが本当にそうであるIfがバックしたのを見る権利が、両極性を逆にする選ばれた装置の隣のインバートボタンを用いられることができる。これらのセッティングで遊びをしてください、そして、あなたはすぐに規制のこつがわかります。 各々の車へのステアリングホイール変化のために、このページを参照してください [[image:HowToAssignAxis_Ani.gif|thumb|コントローラー軸の割り当て方法(アニメーション表示)]] This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS. When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish. For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls. For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]] <br><br><br><br> == 【Game】 == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == 【Misc】 == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 5c5fa794df5ecfcd4384e8ca2dbd1506da30f5fa 1723 1722 2007-06-24T04:55:01Z yamakawa 3 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。''' == 【Audio】 == [[image:Audio.jpg|thumb|Audio]] BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 <br><br><br><br> == 【Screen】 == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == 【Graphics】 == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == 【View】 == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == 【Display】 == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやスモールマップ、テキストの色・透明度を変更できます。 <br><br><br><br> == 【Player】 == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == 【Controls】 == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。 '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。 '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == 【Game】 == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == 【Misc】 == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] b55f12d7bcd3ff044869f70e4aaf8b5634e360dd 1725 1723 2007-06-24T05:20:19Z yamakawa 3 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。''' == 【Audio】 == [[image:Audio.jpg|thumb|Audio]] BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 <br><br><br><br> == 【Screen】 == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == 【Graphics】 == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Draw sky:''' 空の描画  '''Haze effect:''' もや・かすみのエフェクト '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == 【View】 == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == 【Display】 == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' インターフェースのボタンやスモールマップ、テキストの色・透明度を変更できます。 <br><br><br><br> == 【Player】 == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == 【Controls】 == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。<br> '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。[[車種#各車種のステアリングロック角度 |(各車種のステアリングロック角度)]] '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == 【Game】 == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == 【Misc】 == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] 3ff5da0a9e3820e879d7a2a769dc0f42b60a04fe 1735 1725 2007-07-09T11:28:50Z yamakawa 3 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。''' == 【Audio】 == [[image:Audio.jpg|thumb|Audio]] BGMといろいろな音量を変えることができます。 '''Car Sound Volume:''' 車の効果音の音量 '''Skid Volume Boost:''' タイヤスキッドの音量 '''Wind Volume Boost:''' 風の効果の音量 (オープンカーはこの設定に関係なく大きくなります) '''Echo volume boost:''' エコー効果の音量 '''Music volume:'''  BGMの音量 '''Interface volume:''' インターフェイスの効果音 '''Music in setup screens:''' セットアップ画面のBGM '''Music while racing:''' レース中のBGM '''Music during replays:''' リプレイ中のBGM '''Song choice:''' 『Skip』と『Select』で、BGMを選択できます。 '''In-game music:''' LFSはプレイリストをサポートしています。プレイリストを使用して曲目を変更できます。 '''Channels:''' プレイリストの編集 '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。www.vorbis.comで利用可能なフリーウェア・エンコーダーを使用するか、その他のエンコーダーソフトで作成してください。 できたOggファイルを\Data\Oggディレクトリーに入れておいてください。 <br><br><br><br> == 【Screen】 == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == 【Graphics】 == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Haze effect:''' もや・かすみのエフェクト '''Draw sky:''' 空の描画タイプ。  '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == 【View】 == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == 【Display】 == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' ボタンやスモールマップ、テキストの色・透明度、画面表示全体の位置とサイズを変更できます。 <br><br><br><br> == 【Player】 == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == 【Controls】 == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。<br> '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。[[車種#各車種のステアリングロック角度 |(各車種のステアリングロック角度)]] '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == 【Game】 == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == 【Misc】 == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- links to other languages --> [[en:Option]] [[de:Optionen]] db3d4d58963d1371bef889849ca522b454e60496 車種 0 1414 1724 1653 2007-06-24T05:15:30Z yamakawa 3 /* Car Steering Wheel Lock Angles */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 86 kW (115bhp) @ 6871 rpm<br> Torque: 130 Nm (96 lbft) @ 5658 rpm<br> Total Mass: 940 kg (2072 lbs)<br> Power-weight: 92 W/kg (125 bhp/ton)<br> Weight dist: 60.0 F 40.0 R<br> Fuel tank capacity: 45 ltr 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] dc96d414fbac4c2cdbb6978120029681f41ca93d 1736 1724 2007-08-11T01:59:49Z Y.GOD 7 /* XF GTI (XFG) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT4に似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/オペラ アストラ クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - Small open-wheel racecar somewhat larger than a kart, based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 84d65b96e8781aa1e9892d15c78c6a07fdc5f2a2 基本セッティング・ガイド(旧) 0 1429 1726 1676 2007-07-04T14:06:14Z K.Ohsaki 22 /* Introduction (はじめに、、 */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整する Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか Bump Damp:スプリングが縮むスピードを調整する Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] 2ec8a36544f32db2f024b9b2b6a2ea84da9ce819 1727 1726 2007-07-04T14:08:14Z K.Ohsaki 22 /* Suspension */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整する Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか<BR> Bump Damp:スプリングが縮むスピードを調整する<BR> Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが      高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす        しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] 9452e81fc59bfb004e55e1e6c690df2915ba102d 1728 1727 2007-07-04T14:11:52Z K.Ohsaki 22 /* Tyres */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整する Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか<BR> Bump Damp:スプリングが縮むスピードを調整する<BR> Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが<BR>        高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす<BR>            しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] f129048bc551a39e5cd84e5853a8428557110f02 1729 1728 2007-07-04T14:12:54Z K.Ohsaki 22 /* Downforce */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整する Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか<BR> Bump Damp:スプリングが縮むスピードを調整する<BR> Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが<BR>        高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす<BR>            しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。<BR> 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む<BR> しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間 Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中 Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。 この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear Entry:      Bump dampening 縮運動         Rebound dampening 伸運動 Mid corner:    Roll-bar                  Roll-bar Exit:       Rebound dampening 伸運動       Bump dampening 縮運動 アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし フロント側への荷重移動をより多くすべきである 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                Harder springs(固い場合  + いい点                          +いい点  More grip from tires 高いグリップ力            Moreresponsive handling 操舵レスポンスに優れる  Less tire wear  減りが少ない               Produces more heat in tires.タイア温度が上昇する  - 悪い点                          -悪い点  Higher ride height required 高い車高が必要         Lower grip from tires グリップ力が減る  Less responsive handling  操舵レスポンスが悪い      More tire wear 減りが早い スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない スプリングレートの変更をしたら同時にダンパーの調整もしましょう 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイアです。 タイアとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。 LFSにおいては走行中F-9keyを押す事によってタイアの温度を確認できます。 ガレージ内であればより多くの設定が まずはコンパウンドです。 レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります 逆にR4は固くグリップは少ないですが長持ちします 数週ラップしてみてF-9keyを押してタイアの温度を確認してみましょう 表示色がブルーであればタイアの発熱が足りていません、赤であれば発熱し過ぎです 緑がちょうどいい温度であることを示します 又温度表示はタイアの内側、中、外側と3段階表示されています 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。 (ドラッグは除くよー!) キャンバー調整の目的はタイアをいかに接地させるかです 直線であればキャンバーは必要ありませんが コーナーではキャンバーを付けないとタイアは充分に接地面積を確保できません コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません 又バンク角がついておりアウト側のタイアにはより多くのキャンバーが求められます 同時にイン側のタイアはポジティブにし接地面積を稼いでいます。 F9keyによるタイア温度からキャンバー値を調整しましょう Outside    Middle    Inside   70      81       91 と表示されていればキャンバーが強すぎますぉ! Outside    Middle    Inside   90      80      71 であればキャンバーが足りませんよぉ! Outside    Middle    Inside  80       88      80 であればエアーの入れ過ぎよん! Outside    Middle    Inside   60      85      85 これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] b66507a91237bb37811d07f815bd29c9d5564425 1730 1729 2007-07-04T14:29:18Z K.Ohsaki 22 /* Car Balance */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整する Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか<BR> Bump Damp:スプリングが縮むスピードを調整する<BR> Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが<BR>        高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす<BR>            しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。<BR> 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む<BR> しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間<BR> Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中<BR> Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める<BR> Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。<BR> この3つの状態時にそれぞれのアブソーバの状態を表にしてみると            Front                Rear<BR> Entry:      Bump dampening 縮運動         Rebound dampening 伸運動<BR> Mid corner:   Roll-bar                     Roll-bar<BR> Exit:       Rebound dampening 伸運動       Bump dampening 縮運動<BR> アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である<BR> 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし<BR> フロント側への荷重移動をより多くすべきである<BR> 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする<BR> コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる<BR> アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。<BR> 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                     Harder springs(固い場合<BR>  + いい点                                  +いい点<BR>  More grip from tires 高いグリップ力                 Moreresponsive handling 操舵レスポンスに優れる<BR>  Less tire wear  減りが少ない                     Produces more heat in tires.タイア温度が上昇する<BR>  - 悪い点                                  -悪い点<BR>  Higher ride height required 高い車高が必要            Lower grip from tires グリップ力が減る<BR>  Less responsive handling  操舵レスポンスが悪い        More tire wear 減りが早い<BR> スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが<BR> 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない<BR> スプリングレートの変更をしたら同時にダンパーの調整もしましょう<BR> 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが<BR> この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w<BR> (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイヤです。<BR> タイヤとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。<BR> LFSにおいては走行中F-9keyを押す事によってタイヤの温度を確認できます。<BR> ガレージ内であればより多くの設定が<BR> まずはコンパウンドです。<BR> レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります、逆にR4は固くグリップは少ないですが長持ちします<BR> 数週ラップしてみてF-9keyを押してタイヤの温度を確認してみましょう<BR> 表示色がブルーであればタイヤの発熱が足りていません、赤であれば発熱し過ぎです。緑がちょうどいい温度であることを示します<BR> 又温度表示はタイアの内側、中、外側と3段階表示されています<BR> 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。(ドラッグは除くよー!)<BR> キャンバー調整の目的はタイヤをいかに接地させるかです<BR> 直線であればキャンバーは必要ありませんが、コーナーではキャンバーを付けないとタイヤは充分に接地面積を確保できません<BR> コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます<BR> レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています<BR> これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです<BR> オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません<BR> 又バンク角がついておりアウト側のタイヤにはより多くのキャンバーが求められます<BR> 同時にイン側のタイヤはポジティブにし接地面積を稼いでいます。<BR> F9keyによるタイヤ温度からキャンバー値を調整しましょう Outside    Middle    Inside<BR>   70      81       91<BR> と表示されていればキャンバーが強すぎますぉ!<BR> Outside    Middle    Inside<BR>   90      80      71<BR> であればキャンバーが足りませんよぉ! Outside    Middle    Inside<BR>  80       88      80<BR> であればエアーの入れ過ぎよん!<BR> Outside    Middle    Inside<BR>   60      85      85<BR> これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] edcaf80b1a9c52a9631d562b0683fbe672cf97d7 1731 1730 2007-07-04T14:31:52Z K.Ohsaki 22 /* Car Balance */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整する Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか<BR> Bump Damp:スプリングが縮むスピードを調整する<BR> Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイアの最大切れ角の調整 Parallel steer:ハンドル切れ角に追随するリアのトーアウト量の調整 Caster:タイア切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさを! ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが<BR>        高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす<BR>            しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。<BR> 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む<BR> しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間<BR> Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中<BR> Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める<BR> Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。<BR> この3つの状態時にそれぞれのアブソーバの状態を表にしてみると           Front                       Rear<BR> Entry:      Bump dampening 縮運動         Rebound dampening 伸運動<BR> Mid corner:   Roll-bar                     Roll-bar<BR> Exit:         Rebound dampening 伸運動       Bump dampening 縮運動<BR> アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である<BR> 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし<BR> フロント側への荷重移動をより多くすべきである<BR> 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする<BR> コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる<BR> アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。<BR> 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                     Harder springs(固い場合<BR>  + いい点                                  +いい点<BR>  More grip from tires 高いグリップ力                 Moreresponsive handling 操舵レスポンスに優れる<BR>  Less tire wear  減りが少ない                     Produces more heat in tires.タイア温度が上昇する<BR>  - 悪い点                                  -悪い点<BR>  Higher ride height required 高い車高が必要            Lower grip from tires グリップ力が減る<BR>  Less responsive handling  操舵レスポンスが悪い        More tire wear 減りが早い<BR> スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが<BR> 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない<BR> スプリングレートの変更をしたら同時にダンパーの調整もしましょう<BR> 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが<BR> この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w<BR> (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイヤです。<BR> タイヤとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。<BR> LFSにおいては走行中F-9keyを押す事によってタイヤの温度を確認できます。<BR> ガレージ内であればより多くの設定が<BR> まずはコンパウンドです。<BR> レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります、逆にR4は固くグリップは少ないですが長持ちします<BR> 数週ラップしてみてF-9keyを押してタイヤの温度を確認してみましょう<BR> 表示色がブルーであればタイヤの発熱が足りていません、赤であれば発熱し過ぎです。緑がちょうどいい温度であることを示します<BR> 又温度表示はタイアの内側、中、外側と3段階表示されています<BR> 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。(ドラッグは除くよー!)<BR> キャンバー調整の目的はタイヤをいかに接地させるかです<BR> 直線であればキャンバーは必要ありませんが、コーナーではキャンバーを付けないとタイヤは充分に接地面積を確保できません<BR> コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます<BR> レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています<BR> これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです<BR> オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません<BR> 又バンク角がついておりアウト側のタイヤにはより多くのキャンバーが求められます<BR> 同時にイン側のタイヤはポジティブにし接地面積を稼いでいます。<BR> F9keyによるタイヤ温度からキャンバー値を調整しましょう Outside    Middle    Inside<BR>   70      81       91<BR> と表示されていればキャンバーが強すぎますぉ!<BR> Outside    Middle    Inside<BR>   90      80      71<BR> であればキャンバーが足りませんよぉ! Outside    Middle    Inside<BR>  80       88      80<BR> であればエアーの入れ過ぎよん!<BR> Outside    Middle    Inside<BR>   60      85      85<BR> これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] 50cf7fc92fffbb24e49f4fccecb3c80ee941308f ゲームモード 0 1412 1734 1698 2007-07-09T11:24:40Z yamakawa 3 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|Training]] Live for Speedの新しいトレーニングモードは、レースに必要な運転技術を磨くためのドライビングスクールです。 もちろんLFSのベテランでもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件/目標タイム、学習目的、 ティップスを確認して挑戦して下さい。 全てのレッスンは時間内、またはコースOFFやコーン、AI Carに触れると失格です。レッスンを終えた後、成績が表示されます。 <br> == マルチプレーヤー == [[image:Serverlist.jpg|thumb|Serverlist]] === Multiplayerのメインメニュー === '''オンラインモードの選択:''' Demo・S1・S2から選択できます。Demoはアンロックされていないユーザーと同じになります。レーサーの数は11人に限られています。LFSをまだ買っていない友人とレースをするときに使用して下さい。 '''Windowed while connecting:''' インターネットに接続中、ウインドウモードになります。 '''Search Player:''' LFS内からあらゆるプレーヤーを捜すことができます。あなたが捜しているプレーヤーの名前を入力して下さい。そして、プレーヤーがオンラインならば、あなたは、プレーヤーの居るサーバーに入るかを選択します。 === Display list of games === LFSはマスターサーバーに接続して、hidden設定されない全てのホストを表示します。 リストはどの車が許されるか、どのトラックが使われているか、そして何人のレーサーが現在サーバーにいるか各サーバーに関する延長した情報を含みます。『?』ボタンをクリックすると、サーバーでレーサーの名前を含むチャットウインドウに、いろいろな情報を示します。また画面下部のボタンを使って表示されるサーバーを特定することができます。 '''Car フィルター:''' Carフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:画面右端のCarsボタンリストを使用してください。デフォルトはALLです。 車種別:リスト中央上部に縦にかかれている自動車名をクリックして下さい。黒青赤にセットすることができます。 [青] : この車があるホストを表示します<br> [赤] : この車があるホストを除外します<br> [黒] : 指定なし<br> ゲストへ : 空のホストに接続するのを嫌がらないで!そのうち人々が集まって来るでしょう!<br> ホストへ: なるべく「all cars」に設定しないで! '''Carコード:''' サーバーリストに表示される車種名は、3文字に省略されたCarコードを使用しています。 UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track コード:''' トラックは下のリストのコードを使用します。サーバーリスト内でも使用されます。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。トラックコードは3つの部品の組合せです。 1.トラック識別子、2.コース番号 3.逆走の場合だけ「R」を追加 例:<br> 「BL1R」は、「Blackwood」「GP」「逆走」<br> 「AS3」は、 「Aston」「 National」「順走」になります。 BL - Blackwood (3コース: GP, RallyX, Car Park) SO - South City (5コース: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6コース: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7コース: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1コース : International) KY - Kyoto (3コース: Oval, National, GP Long) AU - Autocross (4コース: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Admin slot:''' ? '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host(no graphics):''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' 深夜レースの禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> または、Shift + Jを押してください。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります(ESC)<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- links to other languages --> [[en:Game modes]] [[de:Spielmodi]] 6f94be3aa18ff66a9ecdd629545e43de82a10761 1748 1734 2007-11-16T11:28:56Z yamakawa 3 /* Start new game */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|Training]] Live for Speedの新しいトレーニングモードは、レースに必要な運転技術を磨くためのドライビングスクールです。 もちろんLFSのベテランでもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件/目標タイム、学習目的、 ティップスを確認して挑戦して下さい。 全てのレッスンは時間内、またはコースOFFやコーン、AI Carに触れると失格です。レッスンを終えた後、成績が表示されます。 <br> == マルチプレーヤー == [[image:Serverlist.jpg|thumb|Serverlist]] === Multiplayerのメインメニュー === '''オンラインモードの選択:''' Demo・S1・S2から選択できます。Demoはアンロックされていないユーザーと同じになります。レーサーの数は11人に限られています。LFSをまだ買っていない友人とレースをするときに使用して下さい。 '''Windowed while connecting:''' インターネットに接続中、ウインドウモードになります。 '''Search Player:''' LFS内からあらゆるプレーヤーを捜すことができます。あなたが捜しているプレーヤーの名前を入力して下さい。そして、プレーヤーがオンラインならば、あなたは、プレーヤーの居るサーバーに入るかを選択します。 === Display list of games === LFSはマスターサーバーに接続して、hidden設定されない全てのホストを表示します。 リストはどの車が許されるか、どのトラックが使われているか、そして何人のレーサーが現在サーバーにいるか各サーバーに関する延長した情報を含みます。『?』ボタンをクリックすると、サーバーでレーサーの名前を含むチャットウインドウに、いろいろな情報を示します。また画面下部のボタンを使って表示されるサーバーを特定することができます。 '''Car フィルター:''' Carフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:画面右端のCarsボタンリストを使用してください。デフォルトはALLです。 車種別:リスト中央上部に縦にかかれている自動車名をクリックして下さい。黒青赤にセットすることができます。 [青] : この車があるホストを表示します<br> [赤] : この車があるホストを除外します<br> [黒] : 指定なし<br> ゲストへ : 空のホストに接続するのを嫌がらないで!そのうち人々が集まって来るでしょう!<br> ホストへ: なるべく「all cars」に設定しないで! '''Carコード:''' サーバーリストに表示される車種名は、3文字に省略されたCarコードを使用しています。 UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track コード:''' トラックは下のリストのコードを使用します。サーバーリスト内でも使用されます。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。トラックコードは3つの部品の組合せです。 1.トラック識別子、2.コース番号 3.逆走の場合だけ「R」を追加 例:<br> 「BL1R」は、「Blackwood」「GP」「逆走」<br> 「AS3」は、 「Aston」「 National」「順走」になります。 BL - Blackwood (3コース: GP, RallyX, Car Park) SO - South City (5コース: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6コース: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7コース: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1コース : International) KY - Kyoto (3コース: Oval, National, GP Long) AU - Autocross (4コース: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Admin slot:''' ? '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host(no graphics):''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> または、Shift + Jを押してください。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります(ESC)<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- links to other languages --> [[en:Game modes]] [[de:Spielmodi]] 6f4002dda9767a139fbb779f475bb1af064ea64b XFG,XRGトーナメント 0 1444 1744 2007-10-23T13:46:35Z Y.GOD 7 wikitext text/x-wiki ラウンド2 FernBay Green 10ラップ 31km ラップタイム 1分26秒~28秒 燃費 XRG 1.0% XFG 1.2% 最高速度 165km/h~170km/h セット XRG キャンバー角 多め 空気圧 低め スタビ F/R共 弱め      7e8875cbbc2a16496f600c32b82f546d3bba4292 トーク:メインページ 1 1418 1747 1581 2007-11-14T11:25:05Z yamakawa 3 /* Cover render */ wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) Thank you.Ok,I put two kinds of versions.<br> book only here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover.jpg<br> book & tools here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover_2.jpg<br> Choose to like it.<br> Regards [[利用者:yamakawa|yamakawa]] 2006年12月2日 (土) 11:23 (UTC) Nice, thanks! --[[利用者:GP4Flo|GP4Flo]] 2006年12月2日 (土) 20:28 (UTC) あまり項目が多すぎると混乱する恐れがありますので、いくつかの項目を統合して減らしていこうと思いますが、いかがでしょうか。 「はじめに」と「オンラインレースをプレイするにあたって」と「初心者への注意」は、 統合しても1項目にしても問題ないと思われます。--[[利用者:yamakawa|yamakawa]] 2007年11月14日 (土) 20:23 (JTC) 645352f54e8b78cccf553ce2053d29311c28ea7c メインページ 0 1 1752 1751 2007-11-21T12:26:42Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #'''[[オンラインレースをプレイするにあたって(必読!)]]''' #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] fc69009e1eec8383fb5ce1300403f435446a55f5 1754 1752 2007-11-21T12:30:06Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[オススメ鯖リスト]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 519b5be50c24e194bd7c07a3b80f0e0513ec4a53 1757 1754 2007-11-21T12:35:34Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[視点の切り替え]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] bfcda5ed9953179d35094960c04ca59cbd42882d 1762 1757 2007-11-21T12:40:59Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[各車種、各コース燃費報告]] #[[XFG,XRGトーナメント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 4a86c8e8087877e9683958112cd39a6a56c66f80 1765 1762 2007-11-21T12:44:47Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[ホスティング]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[各車種、各コース燃費報告]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] d3f9ea60f9afedf4f4200309de7e78aa72a40365 1766 1765 2007-11-21T12:46:43Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[各車種、各コース燃費報告]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 56b9eda681d48b76b56f8fd23193d0c59409cc70 1768 1766 2007-11-21T13:29:19Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[Wheels]] #*[[Game pads]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[各車種、各コース燃費報告]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 50e2e6db57c9b278413de2be81e4492aa3c82b75 1769 1768 2007-11-21T13:31:04Z yamakawa 3 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[日本ドライバー]] #[[各車種、各コース燃費報告]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 63d901b41238002aa65a75f265f9f95f698aaea8 1775 1769 2007-12-05T06:40:37Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 3095bd297f07d6e16659205eefd3d74a3ac1f9f6 1779 1775 2007-12-21T05:28:14Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[日本人、パーソナルベスト一覧]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] cdedc5e733a11fb4be20b3e1096fbbcb57ba207d 1782 1779 2007-12-21T05:30:34Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 4b696773c9426784419187f39984b5ba396717c3 はじめに 0 1410 1753 1537 2007-11-21T12:29:15Z yamakawa 3 wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 == オンラインレースをプレイするにあたって。CRCとは? == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 5edddd56eea0b9962097ac8afa01663d66527c78 1755 1753 2007-11-21T12:31:50Z yamakawa 3 wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 == オンラインレースをプレイするにあたって。CRCとは? == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' 挨拶はきちんとしましょう例:hi/byeなど。フラッグ意味イエローフラッグ前方に事故車、若しくは低速車がいる。注意せよ。ブルーフラッグ自分が周回遅れで、後方から快速車あり。ラインを直ちに空けよ。譲れ。 そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 86a729ca9844d9fe7b1b07ec0e54aceadb0e599d リンク 0 1424 1756 1601 2007-11-21T12:35:02Z yamakawa 3 wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === Live for Speed S2 チャンピオンシップ http://lfsc.ty.land.to/<br> WHRTレースイベント http://whrt.web.infoseek.co.jp/whrt.html<br> (レース主催者の方そうぞ。^^;) === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === 日本 === LFS Japan http://whrt.web.infoseek.co.jp/liveforspeed/index.html === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 3b4ece525044fb37c1d9571a5b248a96a989210f 1796 1756 2007-12-21T06:14:07Z Y.GOD 7 wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ [WHRT] Forum] *LFSC Time Attack!&aname(TA); [#t3a9308c] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === Live for Speed S2 チャンピオンシップ http://lfsc.ty.land.to/<br> WHRTレースイベント http://whrt.web.infoseek.co.jp/whrt.html<br> (レース主催者の方そうぞ。^^;) === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === 日本 === LFS Japan http://whrt.web.infoseek.co.jp/liveforspeed/index.html === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 11ef9e412f5dc6f2422cf578d67d375d15bd0385 1797 1796 2007-12-21T06:14:36Z Y.GOD 7 wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ [WHRT]Forum] *LFSC Time Attack!&aname(TA); [#t3a9308c] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === Live for Speed S2 チャンピオンシップ http://lfsc.ty.land.to/<br> WHRTレースイベント http://whrt.web.infoseek.co.jp/whrt.html<br> (レース主催者の方そうぞ。^^;) === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === 日本 === LFS Japan http://whrt.web.infoseek.co.jp/liveforspeed/index.html === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 ad1edf5bd4becb9aae6b6dff7e7f0910cf849231 1798 1797 2007-12-21T06:15:01Z Y.GOD 7 wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ WHRT_Forum] *LFSC Time Attack!&aname(TA); [#t3a9308c] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === Live for Speed S2 チャンピオンシップ http://lfsc.ty.land.to/<br> WHRTレースイベント http://whrt.web.infoseek.co.jp/whrt.html<br> (レース主催者の方そうぞ。^^;) === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === 日本 === LFS Japan http://whrt.web.infoseek.co.jp/liveforspeed/index.html === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 76a10d5adf65d60ca9eac3f6e089964078b62931 1799 1798 2007-12-21T06:15:51Z Y.GOD 7 wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ WHRT_Forum] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === Live for Speed S2 チャンピオンシップ http://lfsc.ty.land.to/<br> WHRTレースイベント http://whrt.web.infoseek.co.jp/whrt.html<br> (レース主催者の方そうぞ。^^;) === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === 日本 === LFS Japan http://whrt.web.infoseek.co.jp/liveforspeed/index.html === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 cf31b9fd8efe0576cf14d84d390f06a7c113178c 1800 1799 2007-12-21T06:18:48Z Y.GOD 7 /* 日本 */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ WHRT_Forum] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === Live for Speed S2 チャンピオンシップ http://lfsc.ty.land.to/<br> WHRTレースイベント http://whrt.web.infoseek.co.jp/whrt.html<br> (レース主催者の方そうぞ。^^;) === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 7f8c3c3baeccea463130bd06e8d1544a66fe6550 1801 1800 2007-12-21T06:20:37Z Y.GOD 7 /* 日本 */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ WHRT_Forum] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === Live for Speed S2 チャンピオンシップ http://lfsc.ty.land.to/<br> [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 e0f7e2df32d4c3023a696dd4cbecd782284dafc8 トーク:メインページ 1 1418 1758 1747 2007-11-21T12:36:37Z yamakawa 3 wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) Thank you.Ok,I put two kinds of versions.<br> book only here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover.jpg<br> book & tools here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover_2.jpg<br> Choose to like it.<br> Regards [[利用者:yamakawa|yamakawa]] 2006年12月2日 (土) 11:23 (UTC) Nice, thanks! --[[利用者:GP4Flo|GP4Flo]] 2006年12月2日 (土) 20:28 (UTC) あまり項目が多すぎると混乱する恐れがありますので、いくつかの項目を統合して減らしていこうと思いますが、いかがでしょうか。 「はじめに」と「オンラインレースをプレイするにあたって」と「初心者への注意」は、 統合しても1項目にしても問題ないと思われます。--[[利用者:yamakawa|yamakawa]] 2007年11月14日 (土) 20:23 (JTC) 「オススメ鯖リスト」は「リンク」と統合致しました。。--[[利用者:yamakawa|yamakawa]] 2007年11月21日 (水) 21:35 (JTC) 5f331d6e8fca7b87cde9d1b972bd6487bcb9c271 1761 1758 2007-11-21T12:40:41Z yamakawa 3 wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) Thank you.Ok,I put two kinds of versions.<br> book only here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover.jpg<br> book & tools here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover_2.jpg<br> Choose to like it.<br> Regards [[利用者:yamakawa|yamakawa]] 2006年12月2日 (土) 11:23 (UTC) Nice, thanks! --[[利用者:GP4Flo|GP4Flo]] 2006年12月2日 (土) 20:28 (UTC) あまり項目が多すぎると混乱する恐れがありますので、いくつかの項目を統合して減らしていこうと思いますが、いかがでしょうか。 「はじめに」と「オンラインレースをプレイするにあたって」と「初心者への注意」は、 統合しても1項目にしても問題ないと思われます。--[[利用者:yamakawa|yamakawa]] 2007年11月14日 (土) 20:23 (JTC) 「オススメ鯖リスト」は「リンク」と統合致しました。。--[[利用者:yamakawa|yamakawa]] 2007年11月21日 (水) 21:35 (JTC) 「視点の切り替え」は「画面表示 」と統合致しました。。--[[利用者:yamakawa|yamakawa]] 2007年11月21日 (水) 21:39 (JTC) e379c49da92c782c49355c380582ec35a57f7016 1764 1761 2007-11-21T12:44:30Z yamakawa 3 wikitext text/x-wiki == Cover render == Hi, I hope you don't mind me writing english. - I like your cover render, can you make a similar one for the english wiki? That would be cool. --[[利用者:GP4Flo|GP4Flo]] 2006年12月1日 (金) 22:54 (UTC) Thank you.Ok,I put two kinds of versions.<br> book only here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover.jpg<br> book & tools here<br> http://www.k5.dion.ne.jp/~yama-p/S1cover_2.jpg<br> Choose to like it.<br> Regards [[利用者:yamakawa|yamakawa]] 2006年12月2日 (土) 11:23 (UTC) Nice, thanks! --[[利用者:GP4Flo|GP4Flo]] 2006年12月2日 (土) 20:28 (UTC) あまり項目が多すぎると混乱する恐れがありますので、いくつかの項目を統合して減らしていこうと思いますが、いかがでしょうか。 「はじめに」と「オンラインレースをプレイするにあたって」と「初心者への注意」は、 統合しても1項目にしても問題ないと思われます。--[[利用者:yamakawa|yamakawa]] 2007年11月14日 (土) 20:23 (JTC) 「オススメ鯖リスト」は「リンク」と統合致しました。--[[利用者:yamakawa|yamakawa]] 2007年11月21日 (水) 21:35 (JTC) 「視点の切り替え」は「画面表示」と統合致しました。--[[利用者:yamakawa|yamakawa]] 2007年11月21日 (水) 21:39 (JTC) 「XFG,XRGトーナメント」は「各車種、各コース燃費報告」と統合致しました。--[[利用者:yamakawa|yamakawa]] 2007年11月21日 (水) 21:43 (JTC) 47740998e7b7699c53841b45f35ce980b66eca89 画面表示 0 1411 1759 1697 2007-11-21T12:39:09Z yamakawa 3 wikitext text/x-wiki 表示する項目は Options - Display で自由にカスタマイズできます。<br> また'''「Shift」+「F」''' キーですべての画面表示をOFFにすることも出来ます。 == オン・スクリーン == [[image:on_screen_jp.jpg|thumb|レース画面]] '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 (新たに追加されました) :ホワイト: AIカーや相手であなたはその人より1週遅れになってます。 :ブラック: AIカーや相手であなたはその人を1週遅れにしています。 '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 周回数 / 全周回 '''Total:''' トータルタイム '''Qualify:''' 予選の残り時間 '''Best:''' ベストタイム '''Lap:''' 現在のラップタイム '''Split:''' 最後に通過した区間タイム '''ペダルバー:''' :緑色: アクセル<br> :赤色: ブレーキ<br> :青色: クラッチ<br> :グレー: ハンドブレーキ '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。 '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! == 視点の切り替え == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。 ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] 初心者は幅がわかりやすいのでこの視点が使いやすいです。 == ヘリカム視点 == [[画像:view_heli.jpg]] リプレイなどにおすすめです。 == TVカメラ == [[画像:view_TV.jpg]] リプレイを見るときに使うといいです。 == Shift + U モード == <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] 602550cb45b47a134ef6637d962fcb9ff1182d87 1760 1759 2007-11-21T12:39:37Z yamakawa 3 wikitext text/x-wiki 表示する項目は Options - Display で自由にカスタマイズできます。<br> また'''「Shift」+「F」''' キーですべての画面表示をOFFにすることも出来ます。 == オン・スクリーン == [[image:on_screen_jp.jpg|thumb|レース画面]] '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 (新たに追加されました) :ホワイト: AIカーや相手であなたはその人より1週遅れになってます。 :ブラック: AIカーや相手であなたはその人を1週遅れにしています。 '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 周回数 / 全周回 '''Total:''' トータルタイム '''Qualify:''' 予選の残り時間 '''Best:''' ベストタイム '''Lap:''' 現在のラップタイム '''Split:''' 最後に通過した区間タイム '''ペダルバー:''' :緑色: アクセル<br> :赤色: ブレーキ<br> :青色: クラッチ<br> :グレー: ハンドブレーキ '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。 '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! == 視点の切り替え == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。 ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] 初心者は幅がわかりやすいのでこの視点が使いやすいです。 == ヘリカム視点 == [[画像:view_heli.jpg]] リプレイなどにおすすめです。 == TVカメラ == [[画像:view_TV.jpg]] リプレイを見るときに使うといいです。 == Shift + U モード == <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] 3b438ad19d3cfe7f1cc8e4bec70ce50b95d300b6 各車種、各コース燃費報告 0 1445 1763 2007-11-21T12:43:34Z yamakawa 3 wikitext text/x-wiki == XFG,XRGトーナメント == ラウンド2 FernBay Green 10ラップ 31km ラップタイム 1分26秒~28秒 燃費 XRG 1.0% XFG 1.2% 最高速度 165km/h~170km/h セット XRG キャンバー角 多め 空気圧 低め スタビ F/R共 弱め 9be1914fe6966b000e8fac23817391f2dae8d1cf FAQ 0 1436 1767 1667 2007-11-21T13:28:43Z yamakawa 3 wikitext text/x-wiki == About LFS == === What is LFS? === Live for Speed is a serious racing simulator. No arcade modes, no steering aids (if the server admin so chooses, no arcade views) - YOU have to do the driving. LFS is currently at a S2 Alpha Test stage, the demo is free to download and free to play online. LFS has no publisher, meaning that the developers have total control and freedom. === Who is developing LFS? === A small [[Credits#Development_Team|development team]] - Scawen Roberts, Eric Bailey and Victor van Vlaardingen. Just them, there is no megacorp. inc. ltd. behind LFS, actually there's not even "a company" behind LFS:<br> <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen</blockquote> As of October 2006, Victor has stepped down as permanent 'Technical Support' guy, although he plans to retain a role in LFS in some capacity. His place will be filled by Geraldine, Scawen's wife, and she is ideally placed to further the massive contributions made by Victor. As of May 2007 Victor has been in charge of Yordise Merchandise, a web shop solution which also sells [http://www.lfsshop.com/ Live for Speed branded clothes] with permission from Live for Speed. === Complete list? === Too many to mention here, see the [[Credits#Game_Credits|credits]] page. === Where can I download it? === http://www.liveforspeed.net/?page=downloads ===Why should I bother? === LFS is very good, and is one of the best racing simulation to date. Superb physics give realistic handling and superb netcode gives excellent online racing. More than that, LFS offers the chance to join a community with a very close relationship to the developers. Many of the features you see in the the current patch were suggested by forum members. == Release info == === When and how will LFS be released? === S1 released 2003-7-13.<br> S2 Alpha released 2005-6-25.<br> S2 unknown.<br> S3 unknown. === How much does LFS cost? === S1 -> S2 upgrade is £12 (As of 2007-7-14, ~24$, ~18EUR, ~28AUD, ~2977JPY).<br> S2 (includes S1) is £24 (As of 2007-7-14, ~48$, ~35EUR, ~56AUD, ~5955JPY).<br> For other currencies, see http://www.xe.com/ucc/ === What new features are included in S2? === First version of damage, graphical and sound improvements, pitstops, driver changes, new cars, new tracks and much more. The program will be continually updated. === What types of cars and tracks is included? === See here: [[Cars]] and [[Tracks]] === How can I pay for it? === You can buy LFS [http://www.lfs.net/?page=shop here]. Payments can be made online directly via credit card or PayPal. Also supported is [http://en.wikipedia.org/wiki/Moneybookers Moneybookers], which is an online payment option for those without a credit card. If you are from the UK, you can send in a cheque. There are also some localised shops around. These often provide alternate payment options like bank transfer. They also sell LFS on a cd : If you are from Germany, see [http://www.4players.de/rendersite.php?LAYOUT=order&world=lfs&world=lfs here]. If you are from Japan, see [http://liveforspeed.jpn.ch/ here]. If you are from the Czech Republic, see [http://www.actuallinux.com/index.php?pg=11 here]. === Can I get LFS in my country? === You can buy LFS from any country provided you can make a payment [http://www.lfs.net/?page=shopinfo via accepted methods]. There are also some local shops where you can buy a license, as is listed in the previous FAQ entry. === Does LFS have a publisher? === No - ''"our plan is to maintain our independance for total freedom"''. == The simulation == === Why only 1 track and 3 cars in the demo? === Well, the Demo is only a taste of what LFS is. Although you would like more cars etc., it would be counter productive for them to release more, it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get what S2 is like. === On what cars are the LFS cars based on? === Note: this isn't "an official" list nor "based on list", only observations of what the cars look like by several forum members.<br> RB4 - [http://images.google.com.au/imgres?imgurl=http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG&imgrefurl=http://www.bestjapancar.com/toyota21.htm&h=480&w=640&sz=61&tbnid=wAmIQiygcRUJ:&tbnh=101&tbnw=135&hl=en&start=7&prev=/images%3Fq%3Dtoyota%2Bcelica%2Bgt4%26svnum%3D10%26hl%3Den%26lr%3D%26sa%3DN Toyota Celica GT4], [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4]<br> MRT - [http://www.fsae.mcgill.ca The real McGill MRT5]<br> RAC - [http://www.raceabout.fi The real Raceabout]<br> XRG - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion], Mazda RX7 and Porsche 944<br> XRT - XRG with an aero kit and more power<br> XRR - You get the pattern<br> XFG - Fiat Punto, [http://en.wikipedia.org/wiki/Seat_Ibiza Seat Ibiza], Citroén Saxo/AX, Ford Focus, VW Golf GTi Mk3<br> XFR - Racing XFG<br> LX4 - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0]<br> LX6 - See above<br> FXO - [http://img213.exs.cx/img213/2005/vectra13sy.jpg Opel Astra], [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Coupé], [http://www.japanvehicles.com/newcars/mitsubishi/VR-4/typeSbody.JPG Mitsubishi Galant]<br> FXR - Racing version of FXO<br> FZ5 - Porsche 911, Ferrari 550 Maranello, [http://www.edge-inc.net/images/cars/612_Scaglietti_03.jpg Ferrari 612 Scaglietti]<br> FZR - Moooore and Harder<br> UF1 - [http://www.my-trevis.de/ Daihatsu Trevis], Mini<br> UFR - Moooore and Harder again<br> FO8 - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000]<br> FOX - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000]<br> BF1 - [http://www.bmw-sauber-f1.com/en/index.html The real BMW Sauber F1 2006] === Can I mod or change the sim? === * The car skins are located in the /skins directory and can be edited with every graphics program. See the [[Skin Tutorial]] for more. * For adding your own music, see [[Options#Audio|here]]. * For car specification editing (e.g. 400 bhp 4WD GTi's, etc) try the [http://www.lfsforum.net/forumdisplay.php?f=25 Unofficial Addons forum] === Is there any new music available? === Yes, http://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === Are the car engine sounds from a third party developer? === No - the developers have created their own engine sound system (not yet finished). === What keyboard commands are there in LFS? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the keys page in this manual. === What do I do if I have a problem running the game? === If LFS is crashing or hangs/freezes post [http://www.lfsforum.net/forumdisplay.php?f=10 here]. Give as much and detailed information of your problem as possible. If you don't know how to do something, please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum]. === Can other players see my custom skin? Where do I upload my skins? === Other players can not see your skin if you receive message "Your car's skin was not found at www.lfsworld.net", you need to upload you skin to [http://www.lfsworld.net LFS World]. Login to LFSW and double click on My online car-skins icon, from there you can upload your own skin to LFSW so other players can download your skin and see it in all its glory. Note: this feature is only for licensed players, it doesn't work for the demo players. === How to run LFS on a LAN? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server == Technical == === What is the minimum spec? === The minimum recommended spec is 1GHz with a recent graphics card, but it may run on lower spec PCs than that, so try it and see. AMD Athlon XP 2000+/256MB+ DDR/GPU with hardware vertex shading support is adequate for goodish LFS experience, any slower than that and you're going to have FPS problems with full field online races and more than 8 AI-players. === What controllers are supported? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === Does Live for Speed support widescreen monitors? === Yes, [http://www.widescreengamingforum.com/forum/viewtopic.php?t=6739 as tested by Widescreengamingforum.com], LFS has full support for widescreen monitors. As well as for multiple monitors. <br> Notes:<br> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]]. === I want to run a host from behind a router or connection sharing - which port needs to be open? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === Can I use my shifter in LFS? === Yes, shifters and clutches are now supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> Note: as of LFS S2 0.5X10 doesn't yet support engine stalling. === F9, F10, F11, F12 doesn't work? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". === Cars have no rims / Can't see rims / Wheels are invisible? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you actually need to keep the setting disabled. === After updating to the patch V LFS has started to stutter/has sound problems === [http://www.microsoft.com/downloads/details.aspx?FamilyId=77BC0499-19D0-46B6-A178-033D9E6C626B&displaylang=en Downloading] and installing the Direct X v9.0c dec2006 version has cured the issue for many users. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === List of escape codes === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^L = Latin 1<br> ^G = Greek<br> ^C = Cyrillic<br> ^J = Japanese<br> ^E = Central Europe<br> ^T = Turkish<br> ^B = Baltic<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == Community == === Is there a Live For Speed IRC channel? === Yes, on irc.[http://www.gamesurge.net/ gamesurge].net channel [irc://irc.gamesurge.net/liveforspeed #liveforspeed]. === Are there any leagues or competitions around? === Take a look at the [[LFS_Links#International_Leagues|links page]] or the leagues-link page at http://www.lfs.net/?page=links and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. == Misc == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == Misc Howtos == === How to get coloured player? / Type messages in colour? === In the text inputbox, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How to get coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How to change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. <!-- links to other languages --> [[en:FAQ]] [[de:FAQ]] 24aee7ab59efee23fe84fa3b9870ff4a21080b95 レーシング ホイール 0 1446 1770 2007-11-21T13:31:32Z yamakawa 3 wikitext text/x-wiki ==Guide to commonly available wheels== It's a common question that many a sim-racer has asked - which wheel should I get? Buying a wheel is the easiest way to upgrade the immersiveness of LFS, and should help you to be able to understand what the car is doing better, whether your racing or drifting. But which ones are good, and which ones warrant your hard-earned cash? You can get “cheap” generic racing wheels, however these really aren’t worth touching with a barge pole, you can pick up a great new wheel for £50, you can spend more, and you can spend less by buying one of eBay (but beware, there are limits on how much abuse a wheel can take), and you could pick up an ok wheel (great just to see if a wheel is worth it, or if your a casual LFS'er) up for £5 (~$10) excluding postage - they are big pieces of kit and to get them posted well with lots of protection can cost a fair bit (ie to send a Microsoft Sidewinder wheel across the UK will cost around £10 (~$20). Most modern wheels nowadays come with a set of pedals, these are usually 2 pedals (throttle and brake), some also have clutch pedals as well, however this is less common and usually found on the more expensive wheels, ie in the £70+ (~$140) range Some have FFB (Force Feedback), which relays bumps in the road through the wheel as a vibration, or the wheels turning (as you would often feel up the steering column), ie as the tyres slide the wheel in a real cars turn as the wheels follow the path of least resistance - FFB makes sure the same thing happens to your wheel, and gives invaluable feedback, you can feel as the car’s tyres start to let go. It sounds like a gimmick, but it is very useful! Not to be confused with Vibration, which just shakes when you hit something like an arcadey console effect - FFB is fully (and very well) supported in LFS, while vibration (aka "Rumble Effect") isn't because it would give very little extra immersion (ie after hitting a tree in real life your wheel doesn't shake!). Rotation is the last part where wheels differ, it is measured from lock to lock. Some wheels have 900° (that's 2 and a half turns), some have 240° (that three quarters of a turn) and some have 180°, 900° is the most natural (although standard road cars use 720° or less), but you can race with 240° quite happily, and many WR holders use 180° so they needn't take their hand off the wheel, and so that they can quickly dial in the correct amount of steering, however you can be easily competitive with 540° or 720°. The LFS road cars have 720° of lock, you can use more or less, and is adjustable in the Logitech Profiler (assuming its a Logitech wheel, and out of those you can only change the rotation on the DFP and G25, however you can go from 90°-900°). LFS has full support of features such as rotation, forcefeedback, clutches and h-gate shifters, however some things are still missing, ie while you can use the H-Gate and the clutch, you cannot stall the car, as LFS will automatically keep the engine running with it's use of the clutch. [[Image:Driving Force.jpg|right|thumb|The Logitech Driving Force.]] ===Logitech Driving Force=== This wheel has vibration (for PS2) and force feedback (on the PC, once the wingman drivers are installed). It has 180° of rotation lock to lock. I think it’s out of production, and as such seems to command £35 (~$70) new, which seems very high (compared to Logitech's other offerings), and is really only worth getting around the £20 (~$40) mark. This wheel is compatible with some older PlayStation 2 games before the Driving Force Pro became available.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:Driving Force EX.jpg|right|thumb|The Logitech Driving Force EX. ]] ===Logitech Driving Force EX=== Designed for PlayStation 2, will probably work with PC once you install the Wingman Drivers, however its really a wheel you might already have for a PS2 rather than one I recommend you buy for LFS - if this is in your price range the Microsoft SideWinder wheel is probably a better bet.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:Momo.jpg|right|thumb|The black Logitech Momo Racing.]] ===Logitech MOMO Racing === A very good wheel, 240° of rotation, 2 pedals and force feedback. Make sure you get a Rev. B version, as Rev. A has pedal problems (which however can be fixed given 30 mins and some tape, but its still easier and safer to get the newer Rev. B). It currently sells for £50 new, although many people have upgraded to the G25, so there are some more on eBay, I think Logitech have stopped producing them so expect prices of them new to rise (as theirs few new ones on the market), but used prices to fall. This (and the DFP) are the best wheels for around £50 (~$100), however the general consensus is that the DFP is an all round better wheel.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=6030 Manufacturer site] <br clear="all" /> [[Image:MOMO Force Red.gif|right|thumb|The red Logitech MOMO Force.]] ===Logitech MOMO Force ("The Red MOMO")=== Essentially similar to the Logitech MOMO Racing, the only real difference is that it is seemingly made from better materials. It is rare, and therefore can be quite expensive on sites like eBay, it came out before the Momo racing and is now out of production. <!-- I don't think this sentence helps people decide which wheel to buy... -- Although better than the Momo Racing, the Momo Force is still not as good as the DFP. --> <br clear="all" /> [[Image:DFP.jpg|right|thumb|The Logitech Driving Force Pro.]] ===Logitech Driving Force Pro=== This wheel has 900° of rotation. Like the Momo the Rev. A seems to have pedal problems, Rev B’s don’t have these issues. Available new around £55 (~$110), while used should be cheaper. This and the Momo are the best wheels for under £140 (~$280). This wheel has two Pedals. Many used ones are on eBay after people have upgraded to the G25. If i were to buy a wheel and had £55 (~$110) or thereabouts this would be top of my list to buy. The only issue is that at 900° the motors will not physically let you turn the wheel quick enough to countersteer for things like drifting, however it will do it great at 240°, so in this respect it still beats the Momo. This wheel was not marketed as being compatible with the PC - it was sold as a wheel for the PlayStation 2, especially Gran Turismo 4, however, it works with PC, it just needs Logitech Profiler installed, it uses a standard USB connector and the GT4 branding was just a marketing ploy to bundle GT4 and this wheel. It will work in JUST as many games as the Momo or other wheels will, don't let the PS2 compatibility fool you! This wheel seems to be replacing the Momo and has less issues, and seeing as this and the Momo are evenly priced I would herald this as the better wheel in comparison to the Momo - and therefore the best wheel for £55 (~$110).<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2250,CONTENTID=11097 Manufacturer site] <br clear="all" /> {|align="right" |[[Image:G25-Wheel.jpg|right|thumb|The Logitech G25 Wheel.]] |} {|align="right" |[[Image:G25-Gearpad.jpg|right|thumb|150px|The wheel's six-speed shift stick.]] |} ===Logitech G25=== 900° of rotation. Better FFB than the Momo and turns more than twice as fast as the DFP (a bugbear of the DFP - this wheel can turn so fast that if your fingers were to get in the way of the paddles when it turns full throttle it WILL hurt). This wheel has 3 pedals (clutch, brake and gas) and comes with a full H-pattern, six-speed shift stick with a reverse gear. The stick can also be adjusted to sequential shifting. Put simply this is the best wheel for under £1,000 (~$2,000). Retails at around £150 (~$300). The wheel is bigger and to quote one user "I love mine, its FFB feels sublime, the pedals feel beautifully balanced, and the wheel is bigger - i love it, it's amazing, I wish I'd bought it sooner". This wheel really is the top-dog for your "average" sim racer with a sensible budget, and it. However, being a new wheel it has some problems - like the shifter malfunctioning, however Logitech support will repair this under warranty for you. The shift stick also makes a distinctive clicking sound even when shifting through gears in the H-pattern system which doesn't usually appear on a real manual transmission - some people may experience these clicking sounds quite unrealistic. However, this can be removed by sticking a piece of foam plastic in the spring attached to the shifter rod which pushes a small metal ball against a plate with 3 groves inside the assembly. One other problem is that the paddles are a solid bar from side to side, with a little flex, unlike 2 separate parts as on wheels like the DFP and Momo, this means that if you upshift (or downshift) in a certain way the shock will go through the paddles and you'll drop two gears in the other direction. Luckily, this only seems to happen if you "flick" the paddles, and provided you keep your hands on the wheel it shouldn't happen. <br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11867 Manufacturer site] <br clear="all" /> [[Image:MS Sidewinder Red.jpg|right|thumb|The Microsoft SideWinder Force Feedback Wheel.]] ===Microsoft Sidewinder Force Feedback wheel=== Old and discontinued, but a good wheel, expect to pick one up from eBay for £5-£10 (~$10-$20) excluding postage (which, due to the size and weight of a wheel could easily be as much, if not more, than the wheel itself!). This wheel has 240° of rotation and FFB. A great first wheel if you are a casual LFS'er, want a cheap wheel, if you are unsure of whether a wheel is for you or if you can get one of these quick and want to know if its worth waiting to get a DFP/G25 etc. It was made in USB or parallel gameport flavours, gameport ones tend cheaper, but useless if you have no gameport, although you could pick up a sound card (which should come with a gameport) for £2 (~$4) (including postage) on eBay - if you plan on doing this method i reccomend that you go for the Creative SoundBlaster Live! 5.1 as it features a gameport, is XP compatible, cheap (~£2 (~$4)) and has fairly decent sound quality. If you have the choice, pick the USB one as if you do come to sell it you should get a higher price for it.<br clear="all" /> ==Other, more exotic, wheels== ===Wheels for specific needs=== If for one reason or another (due to a disability or lack of space) you cannot use pedals, the Thrustmaster Ferrari Force Feedback wheel and Rallye GT Pro wheel have split paddles, the bottom half of each pedal being analogue when the pedals were not plugged in. The paddle shifters on the Logitech Driving Force are plastic levers with a large surface area which are easy to depress, and like the Thrustmaster wheels these also operate as analogue axes when the pedals are disconnected. [http://www.thomas-superwheel.com Thomas Enterprises] produce steering wheels with similar features. == Wheel Problems Troubleshooting == [[Image:Momo.jpg|thumb|The black Logitech Momo Racing.]] === Logitech DFP and Momo === It is not uncommon for mass-produced devices with moving parts to harbour a few gremlins and Logitech controllers are no exception. There are a few issues which many Logitech users have in common and some may be addressed by applying software patches or using new drivers and software written for just this purpose. While some problems may be hardware or design issues (therefore can't be fixed by software), others may be rectified by trying the software fixes available. If your controller shows signs of a shifting centre for example, you can try the official Logitech fix for that problem. Before you post your Logitech problems on the Live For Speed Forums please check out the [http://www.wingmanteam.com/ Wingman Team Web Site] first to see if others have had the same problems you are having. Try the new drivers and other fixes that relate to your controller and see if you can solve some of the common problems that other people also have with their controller. Other utilities can be found on the Wingman Team site including DX Tweak2 which works for other controllers too, not just Logitech ones. Please visit the site and try to fix your problems. This may save several similar topics being created here every time someone experiences a typical fault. Many people have reported that their controller issues were solved by patching their software or updating to newer versions. If all else fails then contact Logitech for a replacement controller (if your warranty has not yet expired). === Hardware Problems === [[Image:Dfp.jpg|thumb|The inside of a DFP. Most wheel problems can be fixed without opening it.]] There are a few issues that can be identified that may lead to an under-performing controller. If your controller is still covered by the manufacturer's warranty it is wise to enquire about a replacement. Pulling your controller to pieces, or even removing one screw, will void your warranty so consider whether or not repairs are worth doing before becoming Dr Frankenstein. If you have no choices left then try [http://web.axelero.hu/mozso/momo_e5.html this] link. Although the site features a Momo, the information can be easily applied to the DFP as well. Replacement *pots, springs etc are not available separately. Special lubricant (grease) is used inside the controllers and you should be able to buy some from an electronics or hobby store. '''Normal lubricants are unsuitable and may corrode the plastic itself.''' * Try the software fixes listed above before assuming that you have a hardware problem. * If you are still covered by warranty, seek a replacement wheel from the manufacturer rather than repairing or modifying your controller. * If you dismantle or repair your controller you do so at your own risk. Damage to the controller or your person is your reponsibility. Don't forget to check our hardware section for more discussion on wheels and other controllers. ''Pot: Nickname for [http://en.wikipedia.org/wiki/Potentiometer potentiometer]. This is a small device used in analogue wheel/pedal or joystick that measures the movement of the wheel or pedal and sends signals to the PC so that your action can be reflected in the software.'' ==Ways To Maximise Your LFS Wheel Experience== ===Correctly setting up a Logitech Wheel=== [[Image:LogitechSetup.jpg|thumb|Screenshot of a properly configured Logitech G25 wheel, using specific game profile made for LFS. (If you have Logitech MOMO, nevermind the "degrees of rotation" setting).]] Open up your Logitech Profiler and then the FFB settings window: either "Options" - "Global Device Settings" or if you are using game profiles "Edit" - "Specific Game Settings". Suggested settings are these (also shown in the screenshot): * ''Overall Effects Strength'' - Set to 101-105% (101% is good value). Due to problems inside the Logitech Profiler the FFB only starts to act linearly when set over 100%. You can always fine tune the level of FFB in LFS's [[Options#Controls|Options > Controls]] or you can adjust it "on the fly" while driving with the FFB shortcut keys.<br> * ''Spring Effect Strength'' - Set to 0%. It is Logitech driver based effect and practically LFS does not need this (confirmed by the game developer).<br> * ''Damper Effect Strength'' - Set to 0%. It is Logitech driver based effect and practically LFS does not need this (confirmed by the game developer).<br> * ''Enable Centering Spring'' / ''Centering Spring Strength'' - Uncheck the box (disable it) and set it to 0%. * ''Report Combined Pedals'' - Uncheck this option. Enabling this only gives you one pedal axis, meaning you can't use brake and throttle pedals properly. So disable it. These settings should work on all Logitech wheels. The settings in the Logitech Profiler might slightly differ from these instructions depending on your wheel model. <!-- links to other languages --> [[en:Hardware]] [[de:Hardware]] 8d3052b67e6267444c8369f2c4d6dac0683fa9d5 ゲームパッド 0 1447 1771 2007-11-21T13:31:50Z yamakawa 3 wikitext text/x-wiki ==Guide to driving LFS with a joypad== [[Image:Ps2_style.jpg|thumb|PlayStation 2 controller]] ''By duke_toaster, using information from CSU1, Bob Smith, Dustin Dawes, liveforspeedT3K, Samor and other contributers'' '''Note - this guide was written by a user of a PlayStation design controller (2 analog sticks, one directional pad, 4 face buttons and 4 shoulder buttons). The names used for the button in that position on the PlayStation will be used, controller button numbers will vary.''' ===Why axes are important=== Let me warn you straight off the bat - Live for Speed wasn't designed for pads. As with all bona fide racing simulations, LFS was designed for a wheel and pedals set. With a wheel and pedals set, you can give the car half throttle - the pedals aren't buttons, they are linear axes. A button isn't a linear axis - you are either stomping on the pedal or have your foot off. This isn't great as it is difficult to control high powered cars like the Formula V8 off the line - more often than not with a button throttle you will wind up facing the wrong way or - even worse - taking someone else out. Conversely, when braking, you will be more likely to flatspot your tyres. There is no throttle and brake smoothing in LFS, and the throttle and brake help is little use. Fortunately, unless you have modified a VERY old PlayStation 1 controller, you should have analog sticks. ===How to set up a game pad=== ====Calibration, calibration, calibration==== Firstly, calibrate the axes of the thumbsticks. If it isn't off, turn '''calibration lock''' off. Then click on the C next to that axis. Whilst holding it down, move it to its full extents, put it in its central position (let go) and stop holding down that C. Do this for all of the axes. Importantly, '''turn calibration lock back on'''! The last thing that you want is to have steering stuck to one side and a stuck throttle at T1 in a public server ... ====Assigning axes==== After calibrating your axes, assign them. Move the axis on the pad up and down to ensure that that is the right axis. Set the left analog stick left and right (usually X, this may vary) to steering. Then select "combined" for Throttle/brake axes. This way, the throttle and brake will be on one axis. In the middle of the axis, no pedals will be depressed. At one end is full throttle, the other end is full braking. You might want to invert this axis, so that pulling back on the stick will accelerate and pushing forward will deploy the brakes. This can feel easier when coming out of corners. ====Assigning buttons==== This bit isn't rocket science. Click on a command, and click on the button to assign to it. For my money, the things you must have assigned are * Gear up * * Gear down * * Clutch * * Look left * Look right * Handbrake * Pit lane speed limiter <nowiki>* Gear up and gear down are imperative to have, even if you use auto gears. Auto gears is not competitive anyway. The clutch is needed needed to be able to clutch-dump start. Also, should one want to clutch-kick (a drifitng technique), that is possible. However, autoclutch is perfectly sensible, as most people use sequential gears anyhow - real sequential gearboxes do not need a manually operated clutch for gearchanges.</nowiki> ====Wheel turn compensation, sequential gears and others==== Wheel turn should be set to between 90 and 180 degrees, you experiment and use what you feel comfortable with. Wheel turn compensation should be set as high as possible. Set force strength very low or even off, should you like that. Throttle/brake centre reduction should be set moderately high, in the region of around 0.45. ===If you have an Xbox 360 Gamepad in XP=== * I would recommend going and installing the XBCD Drivers ([http://xbcd360guide.50webs.com/guide.html XBCD 360 Installation Guide] [http://xbcd360guide.50webs.com/download.html XBCD 360 Download and configuration files]) * I recommend using this [http://xbcd360guide.50webs.com/configs/xboxtriggersseperate.xgi config] (Right Click and Save As). ===If you have an Xbox 360 Gamepad in Windows Vista=== *Using a Xbox 360 Gamepad in Windows Vista becomes more of a nuisance because Microsoft has a more difficult way of installing the drivers. If you use a 64 bit version of Vista, it's nearly impossible unless when you restart you're willing to select on the boot menu (F8 during boot cycle) the disabling of driver checking, but that's very annoying, and there's no way to disable said feature. *If you use a 32 bit Vista, installing the XBCD 360 Drivers will be a bit different due to Vista using the pre-Installed 360 Drivers, but not much. The first thing you should do is download the drivers first from [http://xbcd360guide.50webs.com/download.html here]. The major change is during installation, Check Installing the debug driver and complete installation, and then go into Device Manager and select the 360 controller under "Microsoft Common Controller for Windows Class", Go to update driver, and find the folder (should be C:\Program Files\XBCD 360\Source Code\Driver) and select the appropriate XBCD Driver and when Vista prompts that this driver is unsigned, have it install anyways. ===Some more considerations=== *Some drivers like to use a little less steering lock on the cars, this is adjustible in the car setup. *If you have an Xbox-style controller, and you have each trigger as a separate axis, you may want to have these as separate axes for throttle and brake so you can trail brake better. *If you use a Logitech Wingman Rumblepad or similar Logitech device, on Logitech profiler you may wish to set your dead zone in the 3%-4% region. 8a6f46c86ef18e5685a89347afc1f69ee56e0e2b 日本ドライバー 0 1438 1772 1741 2007-12-05T06:33:07Z Y.GOD 7 wikitext text/x-wiki 4.5AG(JPN) 0.9万km 6GearBox 4.5万km F 3 A 3.5 C 3.5 22byoushi 2.5万km F 3 A 3 C 3.5 105gtv 9.5万km F 3 A 4.5 C 3 @KAZU@ 6.0万km F 3.5 A 2.5 C 3 AE100 4.0万km F 3.5 A 3 C 3 AERO 2.5万km ALF_TeamUMAN (Age 28)1979-12-10 0.5万km F 3.5 A 3 C 3 Arimer 7.5万km F 3 A 3.5 C 3 BAR,8-BALL 0.5万km F 2.5 A 2.5 C 2 d1daisuki 1989-01-11 (Age19) 2.5万km F 3 A 3 C 3 Daikuji 2.0万km evoevo 0.5万km F 2 A 2 C 2.5 FireProject 1.0万km F 3 A 2.5 C 2.5 foobar 3.0万km F 2.5 A 3 C 3.5 Fuji3 3000km F 1 A 0.5 C 0.5 (!) Fuji555 NOT DATA F 4 A 4 C 3.5 GAKU NOT DATA F 3 A 3 C 3 Gilles_jpn F 2.5 A 3 C 3.5 gogogo 1975-06-26 (Age32) 2.5万km gonzo-kool 2.0万km GTR R34 1.5万km hassy@ 4.5万km F 3.5 A 3 C 3 highbridge 4.0万km F 2.5 A 2.5 C 3.5 Hiro[jpn] 8.5万km F 3 A 3.5 C 3.5 hungryhippo 2.0万km F 3 A 3 C 3 imarksystem NOT DATA F 3.5 A 3 C 2.5 july2000 6000km F 2.5 A 3 C 3.5 junjun10801 1.0万km keisuke127 2.5万km F 3.5 A 3 C 3 kuwassan 1.0万km F 2.5 A 2 C 2 Ladia 0.1万km F 2 A 2 C 2 MinusDriver 15.0万km F 5 A 4.5 C 3.5 moto1224 2000km F 1 A 0.5 C 1 (!) naminori 2.0万km F 3.5 A 3.5 C 3 NA NSX 1500km F 1.5 A 2 C 2 negconista 1.5万km noizo 2500km F 3 A 3 C 3 olvelight 4.0万km F 4 A 3.5 C 3 r1z250hiro 3.0万km F 3 A 3.5 C 4 Ralf Schumacher 8500km F 3 A 2.5 C 3 RX-7 rotary T.K 1.5万km F 2.5 A 2.5 C 2.5 Ryotan02 1.0万km sam92jp 3.5万km F 3 A 3 C 3 SHO1TAKA 4.0万km F 2.5 A 3 C 2.5 SHUNYA 2.5万km splash-A.C.E.- 4.5万km F 4 A 3.5 C 3 sync 4.0万km F 2.5 A 3 C 3 syun0308 2.0万km F 2.5 A 3 C 3.5 s_maxi 2.5万km F 2.5 A 3 C 3.5 takaryo 5.0万km F 3 A 3 C 2.5 Taku@jp 0.8万km F 2.5 A 2.5 C 2.5 y-kaku 5.5万km F 2 A 3 C 3.5 Y.GOD 5.0万km F 4 A 3 C 3 yakibuta 0.5万km F 2.5 A 2 C 2 yamakawa 2.5万km F 3 A 3.5 C 3 YASUNARI 1991-02-12 (Age16) 8.0万km F 4.5 A 4 C 3 9fb6335e4c6197c8072d4617d1809453f155946a 1773 1772 2007-12-05T06:36:30Z Y.GOD 7 wikitext text/x-wiki 4.5AG(JPN) 0.9万km 6GearBox 4.5万km F 3 A 3.5 C 3.5 22byoushi 2.5万km F 3 A 3 C 3.5 105gtv 9.5万km F 3 A 4.5 C 3 @KAZU@ 6.0万km F 3.5 A 2.5 C 3 AE100 4.0万km F 3.5 A 3 C 3 AERO 2.5万km ALF_TeamUMAN (Age 28)1979-12-10 0.5万km F 3.5 A 3 C 3 Arimer 7.5万km F 3 A 3.5 C 3 BAR,8-BALL 0.5万km F 2.5 A 2.5 C 2 d1daisuki 1989-01-11 (Age19) 2.5万km F 3 A 3 C 3 Daikuji 2.0万km evoevo 0.5万km F 2 A 2 C 2.5 FireProject 1.0万km F 3 A 2.5 C 2.5 foobar 3.0万km F 2.5 A 3 C 3.5 Fuji3 3000km F 1 A 0.5 C 0.5 (!) Fuji555 NOT DATA F 4 A 4 C 3.5 GAKU NOT DATA F 3 A 3 C 3 Gilles_jpn F 2.5 A 3 C 3.5 gogogo 1975-06-26 (Age32) 2.5万km gonzo-kool 2.0万km GTR R34 1.5万km hassy@ 4.5万km F 3.5 A 3 C 3 highbridge 4.0万km F 2.5 A 2.5 C 3.5 Hiro[jpn] 8.5万km F 3 A 3.5 C 3.5 hungryhippo 2.0万km F 3 A 3 C 3 imarksystem NOT DATA F 3.5 A 3 C 2.5 july2000 6000km F 2.5 A 3 C 3.5 junjun10801 1.0万km keisuke127 2.5万km F 3.5 A 3 C 3 kuwassan 1.0万km F 2.5 A 2 C 2 Ladia 0.1万km F 2 A 2 C 2 MinusDriver 15.0万km F 5 A 4.5 C 3.5 moto1224 2000km F 1 A 0.5 C 1 (!) naminori 2.0万km F 3.5 A 3.5 C 3 NA NSX 1500km F 1.5 A 2 C 2 negconista 1.5万km noizo 2500km F 3 A 3 C 3 olvelight 4.0万km F 4 A 3.5 C 3 r1z250hiro 3.0万km F 3 A 3.5 C 4 Ralf Schumacher 8500km F 3 A 2.5 C 3 RX-7 rotary T.K 1.5万km F 2.5 A 2.5 C 2.5 Ryotan02 1.0万km sam92jp 3.5万km F 3 A 3 C 3 SHO1TAKA 4.0万km F 2.5 A 3 C 2.5 SHUNYA 2.5万km splash-A.C.E.- 4.5万km F 4 A 3.5 C 3 sync 4.0万km F 2.5 A 3 C 3 syun0308 2.0万km F 2.5 A 3 C 3.5 s_maxi 2.5万km F 2.5 A 3 C 3.5 takaryo 5.0万km F 3 A 3 C 2.5 Taku@jp 0.8万km F 2.5 A 2.5 C 2.5 y-kaku 5.5万km F 2 A 3 C 3.5 Y.GOD 5.0万km F 4 A 3 C 3 yakibuta 0.5万km F 2.5 A 2 C 2 yamakawa 2.5万km F 3 A 3.5 C 3 YASUNARI 1991-02-12 (Age16) 8.0万km F 4.5 A 4 C 3 37da957f6d1f7de03674b76fa72af2da254805f1 トーク:日本ドライバー 1 1439 1774 1685 2007-12-05T06:38:35Z Y.GOD 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 (NEW)改正版、日本ドライバー一覧 0 1448 1776 2007-12-05T06:42:19Z Y.GOD 7 wikitext text/x-wiki [[画像:''''4.5AG(JPN) 0.9万km 6GearBox 4.5万km F 3 A 3.5 C 3.5 22byoushi 2.5万km F 3 A 3 C 3.5 105gtv 9.5万km F 3 A 4.5 C 3 @KAZU@ 6.0万km F 3.5 A 2.5 C 3 AE100 4.0万km F 3.5 A 3 C 3 AERO 2.5万km ALF_TeamUMAN (Age 28)1979-12-10 0.5万km F 3.5 A 3 C 3 Arimer 7.5万km F 3 A 3.5 C 3 BAR,8-BALL 0.5万km F 2.5 A 2.5 C 2 d1daisuki 1989-01-11 (Age19) 2.5万km F 3 A 3 C 3 Daikuji 2.0万km evoevo 0.5万km F 2 A 2 C 2.5 FireProject 1.0万km F 3 A 2.5 C 2.5 foobar 3.0万km F 2.5 A 3 C 3.5 Fuji3 3000km F 1 A 0.5 C 0.5 (!) Fuji555 NOT DATA F 4 A 4 C 3.5 GAKU NOT DATA F 3 A 3 C 3 Gilles_jpn F 2.5 A 3 C 3.5 gogogo 1975-06-26 (Age32) 2.5万km gonzo-kool 2.0万km GTR R34 1.5万km hassy@ 4.5万km F 3.5 A 3 C 3 highbridge 4.0万km F 2.5 A 2.5 C 3.5 Hiro[jpn] 8.5万km F 3 A 3.5 C 3.5 hungryhippo 2.0万km F 3 A 3 C 3 imarksystem NOT DATA F 3.5 A 3 C 2.5 july2000 6000km F 2.5 A 3 C 3.5 junjun10801 1.0万km keisuke127 2.5万km F 3.5 A 3 C 3 kuwassan 1.0万km F 2.5 A 2 C 2 Ladia 0.1万km F 2 A 2 C 2 MinusDriver 15.0万km F 5 A 4.5 C 3.5 moto1224 2000km F 1 A 0.5 C 1 (!) naminori 2.0万km F 3.5 A 3.5 C 3 NA NSX 1500km F 1.5 A 2 C 2 negconista 1.5万km noizo 2500km F 3 A 3 C 3 olvelight 4.0万km F 4 A 3.5 C 3 r1z250hiro 3.0万km F 3 A 3.5 C 4 Ralf Schumacher 8500km F 3 A 2.5 C 3 RX-7 rotary T.K 1.5万km F 2.5 A 2.5 C 2.5 Ryotan02 1.0万km sam92jp 3.5万km F 3 A 3 C 3 SHO1TAKA 4.0万km F 2.5 A 3 C 2.5 SHUNYA 2.5万km splash-A.C.E.- 4.5万km F 4 A 3.5 C 3 sync 4.0万km F 2.5 A 3 C 3 syun0308 2.0万km F 2.5 A 3 C 3.5 s_maxi 2.5万km F 2.5 A 3 C 3.5 takaryo 5.0万km F 3 A 3 C 2.5 Taku@jp 0.8万km F 2.5 A 2.5 C 2.5 y-kaku 5.5万km F 2 A 3 C 3.5 Y.GOD 5.0万km F 4 A 3 C 3 yakibuta 0.5万km F 2.5 A 2 C 2 yamakawa 2.5万km F 3 A 3.5 C 3 YASUNARI 1991-02-12 (Age16) 8.0万km F 4.5 A 4 C 3'''']] b7829f9496583d8e05d308458b71c60a7c5c7366 1777 1776 2007-12-05T06:43:02Z Y.GOD 7 wikitext text/x-wiki 4.5AG(JPN) 0.9万km 6GearBox 4.5万km F 3 A 3.5 C 3.5 22byoushi 2.5万km F 3 A 3 C 3.5 105gtv 9.5万km F 3 A 4.5 C 3 @KAZU@ 6.0万km F 3.5 A 2.5 C 3 AE100 4.0万km F 3.5 A 3 C 3 AERO 2.5万km ALF_TeamUMAN (Age 28)1979-12-10 0.5万km F 3.5 A 3 C 3 Arimer 7.5万km F 3 A 3.5 C 3 BAR,8-BALL 0.5万km F 2.5 A 2.5 C 2 d1daisuki 1989-01-11 (Age19) 2.5万km F 3 A 3 C 3 Daikuji 2.0万km evoevo 0.5万km F 2 A 2 C 2.5 FireProject 1.0万km F 3 A 2.5 C 2.5 foobar 3.0万km F 2.5 A 3 C 3.5 Fuji3 3000km F 1 A 0.5 C 0.5 (!) Fuji555 NOT DATA F 4 A 4 C 3.5 GAKU NOT DATA F 3 A 3 C 3 Gilles_jpn F 2.5 A 3 C 3.5 gogogo 1975-06-26 (Age32) 2.5万km gonzo-kool 2.0万km GTR R34 1.5万km hassy@ 4.5万km F 3.5 A 3 C 3 highbridge 4.0万km F 2.5 A 2.5 C 3.5 Hiro[jpn] 8.5万km F 3 A 3.5 C 3.5 hungryhippo 2.0万km F 3 A 3 C 3 imarksystem NOT DATA F 3.5 A 3 C 2.5 july2000 6000km F 2.5 A 3 C 3.5 junjun10801 1.0万km keisuke127 2.5万km F 3.5 A 3 C 3 kuwassan 1.0万km F 2.5 A 2 C 2 Ladia 0.1万km F 2 A 2 C 2 MinusDriver 15.0万km F 5 A 4.5 C 3.5 moto1224 2000km F 1 A 0.5 C 1 (!) naminori 2.0万km F 3.5 A 3.5 C 3 NA NSX 1500km F 1.5 A 2 C 2 negconista 1.5万km noizo 2500km F 3 A 3 C 3 olvelight 4.0万km F 4 A 3.5 C 3 r1z250hiro 3.0万km F 3 A 3.5 C 4 Ralf Schumacher 8500km F 3 A 2.5 C 3 RX-7 rotary T.K 1.5万km F 2.5 A 2.5 C 2.5 Ryotan02 1.0万km sam92jp 3.5万km F 3 A 3 C 3 SHO1TAKA 4.0万km F 2.5 A 3 C 2.5 SHUNYA 2.5万km splash-A.C.E.- 4.5万km F 4 A 3.5 C 3 sync 4.0万km F 2.5 A 3 C 3 syun0308 2.0万km F 2.5 A 3 C 3.5 s_maxi 2.5万km F 2.5 A 3 C 3.5 takaryo 5.0万km F 3 A 3 C 2.5 Taku@jp 0.8万km F 2.5 A 2.5 C 2.5 y-kaku 5.5万km F 2 A 3 C 3.5 Y.GOD 5.0万km F 4 A 3 C 3 yakibuta 0.5万km F 2.5 A 2 C 2 yamakawa 2.5万km F 3 A 3.5 C 3 YASUNARI 1991-02-12 (Age16) 8.0万km F 4.5 A 4 C 3 37da957f6d1f7de03674b76fa72af2da254805f1 1778 1777 2007-12-10T12:39:40Z Y.GOD 7 wikitext text/x-wiki 4.5AG(JPN) 0.9万km 6GearBox 4.5万km F 3 A 3.5 C 3.5 22byoushi 2.5万km F 3 A 3 C 3.5 105gtv 9.5万km F 3 A 4.5 C 3 @KAZU@ 6.0万km F 3.5 A 2.5 C 3 AE100 4.0万km F 3.5 A 3 C 3 AERO 2.5万km ALF_TeamUMAN (Age 28)1979-12-10 0.5万km F 3.5 A 3 C 3 Arimer 7.5万km F 3 A 3.5 C 3 BAR,8-BALL 0.5万km F 2.5 A 2.5 C 2 d1daisuki 1989-01-11 (Age19) 2.5万km F 3 A 3 C 3 Daikuji 2.0万km evoevo 0.5万km F 2 A 2 C 2.5 FireProject 1.0万km F 3 A 2.5 C 2.5 foobar 3.0万km F 2.5 A 3 C 3.5 Fuji3 3000km F 1 A 0.5 C 0.5 (!) Fuji555 NOT DATA F 4 A 4 C 3.5 GAKU NOT DATA F 3 A 3 C 3 Gilles_jpn F 2.5 A 3 C 3.5 gogogo 1975-06-26 (Age32) 2.5万km gonzo-kool 2.0万km GTR R34 1.5万km hassy@ 4.5万km F 3.5 A 3 C 3 highbridge 4.0万km F 2.5 A 2.5 C 3.5 Hiro[jpn] 8.5万km F 3 A 3.5 C 3.5 hungryhippo 2.0万km F 3 A 3 C 3 imarksystem NOT DATA F 3.5 A 3 C 2.5 july2000 6000km F 2.5 A 3 C 3.5 junjun10801 1.0万km keisuke127 2.5万km F 3.5 A 3 C 3 kuwassan 1.0万km F 2.5 A 2 C 2 Ladia 0.1万km F 2 A 2 C 2 MinusDriver 15.0万km F 5 A 4.5 C 3.5 moto1224 2000km F 1 A 0.5 C 1 (!) naminori 2.0万km F 3.5 A 3.5 C 3 NA NSX 1500km F 1.5 A 2 C 2 negconista 1.5万km noizo 2500km F 3 A 3 C 3 olvelight 4.0万km F 4 A 3.5 C 3 r1z250hiro 3.0万km F 3 A 3.5 C 4 Ralf Schumacher 8500km F 3 A 2.5 C 3 RX-7 rotary T.K 1500km F 2.5 A 2.5 C 2.5 Ryotan02 1.0万km sam92jp 3.5万km F 3 A 3 C 3 SHO1TAKA 4.0万km F 2.5 A 3 C 2.5 SHUNYA 2.5万km splash-A.C.E.- 4.5万km F 4 A 3.5 C 3 sync 4.0万km F 2.5 A 3 C 3 syun0308 2.0万km F 2.5 A 3 C 3.5 s_maxi 2.5万km F 2.5 A 3 C 3.5 takaryo 5.0万km F 3 A 3 C 2.5 Taku@jp 0.8万km F 2.5 A 2.5 C 2.5 y-kaku 5.5万km F 2 A 3 C 3.5 Y.GOD 5.0万km F 4 A 3 C 3 yakibuta 0.5万km F 2.5 A 2 C 2 yamakawa 2.5万km F 3 A 3.5 C 3 YASUNARI 1991-02-12 (Age16) 8.0万km F 4.5 A 4 C 3 6e6e6b54d5cef92a9bcb92146c651777f97fa323 日本人、パーソナルベスト一覧 0 1449 1780 2007-12-21T05:28:49Z Y.GOD 7 wikitext text/x-wiki [http://www.example.com リンクのタイトル] a05c4a6ef0ef2517499d6de3131179753688913b 1781 1780 2007-12-21T05:29:36Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt Japanese Driver PB] 22441fdc4299dccec84b21ea543c501acda58861 国別、パーソナルベスト一覧。(常に更新) 0 1450 1783 2007-12-21T05:31:22Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] dc58efab36c5a0e3f5a4b14b38d45ce75e7b0f9f 1784 1783 2007-12-21T05:36:46Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] 976e888b8a1dfd0e6c11ef221ef7a8c65fa57fb9 1785 1784 2007-12-21T05:47:45Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Itary.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Korea South.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_United Kingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_United States.txt アメリカPB] 90d567fdc5d5f876d6de99768d5489c687d8ac01 1786 1785 2007-12-21T05:49:08Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_HongKong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Itary.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_KoreaSouth.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_UnitedKingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_UnitedStates.txt アメリカPB] 90a38a0a457316fcdb88ca2595754950a3a657c5 1787 1786 2007-12-21T05:50:01Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Itary.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_KoreaSouth.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_UnitedKingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_UnitedStates.txt アメリカPB] a3d90a1aa9db81a423d5b5f94cb1f8fc1d0c7b18 1788 1787 2007-12-21T05:50:51Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Itary.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_KoreaSouth.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_UnitedKingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_UnitedStates.txt アメリカPB] 857b508bc1e1c02947bab7d7a0b29efc9dcce136 1789 1788 2007-12-21T05:51:14Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong_Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Itary.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_KoreaSouth.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_UnitedKingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_UnitedStates.txt アメリカPB] 04401ea0ab06bfb80837c4973fad68eebaf34e3f 1790 1789 2007-12-21T05:52:04Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong_Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Itary.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Korea_South.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_United_Kingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_United_States.txt アメリカPB] dbd521a2c74b18636946f10c629bc4f3e877ec8f 1791 1790 2007-12-21T05:53:43Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong_Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Italy.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Korea,South.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_United_Kingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_United_States.txt アメリカPB] 9159cc314bdb9c03429dbe79b20e9014c4bd221e 1792 1791 2007-12-21T05:54:24Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong_Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Italy.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_South_Korea.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_United_Kingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_United_States.txt アメリカPB] 35cd5b6ecf19b23fdbf0e2f579308bf4b0bc3597 1793 1792 2007-12-21T05:56:11Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB_(全Dr_7813人)] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong_Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Italy.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_South_Korea.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_United_Kingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_United_States.txt アメリカPB] 1ebd3b63b42eb6708256fbefe0271046b9a059dc 1794 1793 2007-12-21T05:56:30Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB (全Dr 7813人)] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB] [http://www.lfsworld.net/highlight_countries/highlights_Hong_Kong.txt 香港PB] [http://www.lfsworld.net/highlight_countries/highlights_Italy.txt イタリアPB] [http://www.lfsworld.net/highlight_countries/highlights_South_Korea.txt 韓国PB] [http://www.lfsworld.net/highlight_countries/highlights_United_Kingdom.txt イギリスPB] [http://www.lfsworld.net/highlight_countries/highlights_United_States.txt アメリカPB] 3a48f31be418e4f7fe5641c68db413b5db419eb1 1795 1794 2007-12-21T06:02:31Z Y.GOD 7 wikitext text/x-wiki [http://www.lfsworld.net/highlight_countries/highlights_Japan.txt 日本人ドライバー、パーソナルベスト LFS Dr (950人)] [http://www.lfsworld.net/highlight_countries/highlights_Australia.txt オーストラリアPB (Dr 7813人)] [http://www.lfsworld.net/highlight_countries/highlights_Brazil.txt ブラジルPB (8217人)] [http://www.lfsworld.net/highlight_countries/highlights_Canada.txt カナダPB (6342人)] [http://www.lfsworld.net/highlight_countries/highlights_France.txt フランスPB (6808人)] [http://www.lfsworld.net/highlight_countries/highlights_Germany.txt ドイツPB (18832人)] [http://www.lfsworld.net/highlight_countries/highlights_Hong_Kong.txt 香港PB (1673人)] [http://www.lfsworld.net/highlight_countries/highlights_Italy.txt イタリアPB (2704人)] [http://www.lfsworld.net/highlight_countries/highlights_South_Korea.txt 韓国PB (1011人)] [http://www.lfsworld.net/highlight_countries/highlights_United_Kingdom.txt イギリスPB (13386人)] [http://www.lfsworld.net/highlight_countries/highlights_United_States.txt アメリカPB (20829人)] 3221378dc1f2ac27a0d71a7ba43680fadd77ca23 リンク 0 1424 1802 1801 2007-12-21T06:21:55Z Y.GOD 7 /* 日本 */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ WHRT_Forum] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == Team Inferno Setup Field http://setupfield.teaminferno.hu/ LFS Gear Ratio Calculator http://lfs.thefloatingwidget.net/grc.html LFS Setup Analizer http://forum.rscnet.org/showthread.php?t=157180 == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 0c4f24edd89a71093b37b0189491eba8253e86cd 1803 1802 2007-12-21T06:24:45Z Y.GOD 7 /* セットアップ */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ WHRT_Forum] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] LFS Gear Ratio Calculator [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 9c333a4397260ec94ec5ef69e94961c217f61a82 1804 1803 2007-12-21T06:25:15Z Y.GOD 7 /* セットアップ */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==個人サイト== [http://whrt.jpn.ch/ WHRT_Forum] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 b5277dba26c9bec98976e39af06242370d37b7f0 1805 1804 2007-12-21T06:30:23Z Y.GOD 7 /* 個人サイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 498b4a16b66e01980ac0f1b8b1f737fcc15f286c 1806 1805 2007-12-21T06:30:59Z Y.GOD 7 /* 日本サイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 12cca1fafba2404ec770ba6d60c34d91d5f7f31d 1807 1806 2007-12-21T06:31:36Z Y.GOD 7 /* 日本サイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING]...オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 bc97195b773cb85e35fc099c30d82dcef9b5f133 1808 1807 2007-12-21T06:31:51Z Y.GOD 7 /* 日本サイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] ...オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 3a291c4ebae61144a68601673d289c74c55d4a9f 1809 1808 2007-12-21T06:32:14Z Y.GOD 7 /* 日本サイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 e2c7cde16e7146c31e1638ea823b7c0b5c6258b5 1810 1809 2007-12-21T06:32:26Z Y.GOD 7 /* 日本サイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 a85b9f0bc5a3155812c50533f5e91946b8c1d263 1811 1810 2007-12-21T06:33:42Z Y.GOD 7 /* 日本サイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 [http://lfsjunky.blog118.fc2.com/ LFS専門店] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 59d3d3fd3ee1b7af8a7b061128f6d475fb669250 メインページ 0 1 1812 1782 2007-12-21T07:04:19Z Y.GOD 7 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 63d2058f05f38bd2e098c86435e0821af3839aa1 1813 1812 2007-12-21T07:06:00Z Y.GOD 7 /* 日本、各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] a7c13b7c0bf37be1075df9a4456a3d4d0fceee42 1814 1813 2007-12-21T07:07:06Z Y.GOD 7 /* 日本、各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 64e8e94e088cd908c3aa0eac51cedd19f34fcbe8 1815 1814 2007-12-21T07:19:54Z Y.GOD 7 /* 日本、各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [mms://210.233.193.15:22222 WHRT Server ライブ中継] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 8eac9b22fc991f384ed84a50d01edb5a306e0dde 1816 1815 2007-12-21T07:20:27Z Y.GOD 7 /* 日本、各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 64e8e94e088cd908c3aa0eac51cedd19f34fcbe8 1820 1816 2007-12-21T08:13:55Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] ==レース告知版== LFS忘年会 in 2007(8時間耐久レース) 今年も残すところあとわずかになりました。 今年も1年の締めくくりとして耐久レースを企画しました。 無謀ですが今年も8時間で耐久やります! 皆さん、お声がけの上参加をお待ちしております。 レースの詳細 開催鯖: [WHRT] LFS Bounenkai(pass:2007) 日時: 12月29日午後6時~翌日深夜2時まで コース: SouthCity Long 周回: 8時間耐久レースです。 車種: 自由 ルール: スタートから8時間後のゴールまでの間  リタイアせずにより多くの周回をしたマシーンが優勝です。※また途中からの参戦Okです。 ドライバの交代について: チームメンバでの乗り継ぎ、  または飛び入りで参戦希望者と交代もOkです。  LFS内のチャットで連絡を取ってうまく乗り継いでもらってOkです |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] bfa4ffa0830fbfbbb1e5e5dbd082fa05a462a044 1821 1820 2007-12-21T08:14:47Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 64e8e94e088cd908c3aa0eac51cedd19f34fcbe8 1822 1821 2007-12-21T08:15:39Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] [[レース告知板]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] c3025f7d5ee592b43cd8302172f73c91b3070b45 1823 1822 2007-12-21T08:16:09Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] ==[[レース告知板]]== |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 45d4f09a22f39b03fdef36e8728c79d0b0264f67 1824 1823 2007-12-21T08:17:07Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 64e8e94e088cd908c3aa0eac51cedd19f34fcbe8 1825 1824 2007-12-22T09:09:34Z Y.GOD 7 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 65d7cfea385db52c3d7161469c03c0890a7eae27 1826 1825 2007-12-22T09:21:56Z Y.GOD 7 /* 日本、各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT S2 Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 9fa707c502cdc693376cf725df2864ab9322f5fe 1827 1826 2007-12-22T09:22:19Z Y.GOD 7 /* 日本、各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 3b116e07cc13b1549719dc5001037312dfc9d5cd 1828 1827 2007-12-25T12:31:29Z Y.GOD 7 /* 日本、各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 48b5869a59b269145a1e809ce2e7420637765d7b 1830 1828 2008-01-16T13:34:02Z highbridge 2 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 または PeerCast "WHRT live" チャンネルで視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] befa9f36f1b056b9f9b8c67d4e2e9adb05497de3 1831 1830 2008-01-16T13:34:28Z highbridge 2 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 または PeerCast "WHRT live" チャンネルで視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 5cee75c3f687d00b73795159d38eac83c99aecb0 1832 1831 2008-01-16T13:35:39Z highbridge 2 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 または PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] eecdddb84745abf1c89d270d91805973beeacf44 1833 1832 2008-01-16T13:36:06Z highbridge 2 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 または PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] c5be0bdd60479bd5267041a530eb005869d58300 1834 1833 2008-01-16T13:43:03Z highbridge 2 /* 日本、各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、こちらのアドレスを入力すると、WHRTのサーバーのライブ中継が見れます。 mms://210.233.193.15:22222 または PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 33c3af0a8e2dd4fbe7ad0a46fbca4698454f077b 1835 1834 2008-02-03T09:06:50Z highbridge 2 /* '''LFSマニュアル Wikiへようこそ!''' */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[各車種、各コース燃費報告]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] c4abd4c6096a8d10f81530d01e4a0077f85a40ef 1838 1835 2008-02-19T09:28:22Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[レース日程]] #[[国別、パーソナルベスト一覧。(常に更新)]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 452d1279239264b53b4557a1c38208a92af54ba6 1844 1838 2008-02-19T10:12:37Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[レース日程]] #[[国別、パーソナルベスト一覧。(常に更新)]] #[[レースポイント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] ed3c57ef767fd75a912a1277f4616299b17d6e81 1848 1844 2008-02-20T09:51:24Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 [[レース日程]] ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[レース日程]] #[[国別、パーソナルベスト一覧。(常に更新)]] #[[レースポイント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 65fe4e8609fa0250382788c51c7e56b4edd11d45 1849 1848 2008-02-20T09:52:16Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 [[レース日程]] ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] #[[レースポイント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e419a44fb74ebba675d9c9d1d22ba1dc4546d78c 1850 1849 2008-02-20T09:52:52Z Y.GOD 7 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] #[[レースポイント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 612f6c6066c4e9b29f7722434fed4f1669173f39 1851 1850 2008-02-20T09:53:28Z Y.GOD 7 /* [[レース日程]] */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] Wikiにより、誰でも(LFS S1,S2ライセンスを持っている方)このページを編集することが可能です。 LFS S1,S2ライセンスを持っている方でLFSオフィシャルサイトの ユーザ名、Webパスワードを入力しログインすると編集が可能です。 また、WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本、各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena] [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club] [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP] [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] #[[レースポイント]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 8699e7f072ed665d5bf7db29d642242fd9afb4cd 各車種、各コース燃費報告 0 1445 1817 1763 2007-12-21T07:25:13Z Y.GOD 7 /* XFG,XRGトーナメント */ wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 車種 0 1414 1818 1736 2007-12-21T07:32:52Z Y.GOD 7 /* S1 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF hatchback||FWD||1.0 L inline-4||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR convertible||RWD||2.0 L turbo inline-4||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR layout|RR coupe||RWD||3.6 L flat-6||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF race car||FWD||2.0 L inline-4||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF race car||FWD||1.4 L inline-4||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR formula||RWD||2.0 L inline-4||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] d452000460f15aefb19fc9930680da8e0fee04e8 1819 1818 2007-12-21T07:42:49Z Y.GOD 7 /* S2 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 9a1b24dfa507a448a91603554d8fb77e3e793514 はじめに 0 1410 1829 1755 2008-01-09T10:07:15Z AE100 35 /* オンラインレースをプレイするにあたって。CRCとは? */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 == オンラインレースをプレイするにあたって。CRCとは? == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' 挨拶はきちんとしましょう例:hi/byeなど。 フラッグの意味 ・イエローフラッグ:前方に事故車、若しくは低速車がいる。注意せよ。 ・ブルーフラッグ:自分が周回遅れで、後方から快速車あり。ラインを直ちに空けよ。譲れ。 そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 7422f58385285ea5074aeb55bfeec2e24c8f3143 画面表示 0 1411 1836 1760 2008-02-03T17:24:09Z SKYLINE GT-R(JP) 38 /* コックピット */ wikitext text/x-wiki 表示する項目は Options - Display で自由にカスタマイズできます。<br> また'''「Shift」+「F」''' キーですべての画面表示をOFFにすることも出来ます。 == オン・スクリーン == [[image:on_screen_jp.jpg|thumb|レース画面]] '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 (新たに追加されました) :ホワイト: AIカーや相手であなたはその人より1週遅れになってます。 :ブラック: AIカーや相手であなたはその人を1週遅れにしています。 '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 周回数 / 全周回 '''Total:''' トータルタイム '''Qualify:''' 予選の残り時間 '''Best:''' ベストタイム '''Lap:''' 現在のラップタイム '''Split:''' 最後に通過した区間タイム '''ペダルバー:''' :緑色: アクセル<br> :赤色: ブレーキ<br> :青色: クラッチ<br> :グレー: ハンドブレーキ '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! == 視点の切り替え == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。 ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] 初心者は幅がわかりやすいのでこの視点が使いやすいです。 == ヘリカム視点 == [[画像:view_heli.jpg]] リプレイなどにおすすめです。 == TVカメラ == [[画像:view_TV.jpg]] リプレイを見るときに使うといいです。 == Shift + U モード == <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] c13789040c916a4efb38cfc1371479e25e9766bd (NEW)改正版、日本ドライバー一覧 0 1448 1837 1778 2008-02-10T04:41:30Z tukasa 32 wikitext text/x-wiki 4.5AG(JPN) 0.9万km 6GearBox 4.5万km F 3 A 3.5 C 3.5 22byoushi 2.5万km F 3 A 3 C 3.5 105gtv 9.5万km F 3 A 4.5 C 3 @KAZU@ 6.0万km F 3.5 A 2.5 C 3 AE100 4.0万km F 3.5 A 3 C 3 AERO 2.5万km ALF_TeamUMAN (Age 28)1979-12-10 0.5万km F 3.5 A 3 C 3 Arimer 7.5万km F 3 A 3.5 C 3 BAR,8-BALL 0.5万km F 2.5 A 2.5 C 2 d1daisuki 1989-01-11 (Age19) 2.5万km F 3 A 3 C 3 Daikuji 2.0万km evoevo 0.5万km F 2 A 2 C 2.5 FireProject 1.0万km F 3 A 2.5 C 2.5 foobar 3.0万km F 2.5 A 3 C 3.5 Fuji3 3000km F 1 A 0.5 C 0.5 (!) Fuji555 NOT DATA F 4 A 4 C 3.5 GAKU NOT DATA F 3 A 3 C 3 Gilles_jpn F 2.5 A 3 C 3.5 gogogo 1975-06-26 (Age32) 2.5万km gonzo-kool 2.0万km GTR R34 1.5万km hassy@ 4.5万km F 3.5 A 3 C 3 highbridge 4.0万km F 2.5 A 2.5 C 3.5 Hiro[jpn] 8.5万km F 3 A 3.5 C 3.5 hungryhippo 2.0万km F 3 A 3 C 3 imarksystem NOT DATA F 3.5 A 3 C 2.5 july2000 6000km F 2.5 A 3 C 3.5 junjun10801 1.0万km keisuke127 2.5万km F 3.5 A 3 C 3 kuwassan 1.0万km F 2.5 A 2 C 2 Ladia 0.1万km F 2 A 2 C 2 MinusDriver 15.0万km F 5 A 4.5 C 3.5 moto1224 2000km F 1 A 0.5 C 1 (!) naminori 2.0万km F 3.5 A 3.5 C 3 NA NSX 1500km F 1.5 A 2 C 2 negconista 1.5万km noizo 2500km F 3 A 3 C 3 olvelight 4.0万km F 4 A 3.5 C 3 umebosi japan r1z250hiro 3.0万km F 3 A 3.5 C 4 Ralf Schumacher 8500km F 3 A 2.5 C 3 RX-7 rotary T.K 1500km F 2.5 A 2.5 C 2.5 Ryotan02 1.0万km sam92jp 3.5万km F 3 A 3 C 3 SHO1TAKA 4.0万km F 2.5 A 3 C 2.5 SHUNYA 2.5万km splash-A.C.E.- 4.5万km F 4 A 3.5 C 3 sync 4.0万km F 2.5 A 3 C 3 syun0308 2.0万km F 2.5 A 3 C 3.5 s_maxi 2.5万km F 2.5 A 3 C 3.5 takaryo 5.0万km F 3 A 3 C 2.5 Taku@jp 0.8万km F 2.5 A 2.5 C 2.5 y-kaku 5.5万km F 2 A 3 C 3.5 Y.GOD 5.0万km F 4 A 3 C 3 yakibuta 0.5万km F 2.5 A 2 C 2 yamakawa 2.5万km F 3 A 3.5 C 3 YASUNARI 1991-02-12 (Age16) 8.0万km F 4.5 A 4 C 3 62cd4effd6b7717cbf3301fadb55582ebf61f6b3 1846 1837 2008-02-19T22:14:53Z Y.GOD 7 wikitext text/x-wiki 4.5AG(JPN) 0.9万km 6GearBox 4.5万km F 3 A 3.5 C 3.5 22byoushi 2.5万km F 3 A 3 C 3.5 105gtv 9.5万km F 3 A 4.5 C 3 @KAZU@ 6.0万km F 3.5 A 2.5 C 3 AE100 4.0万km F 3.5 A 3 C 3 AERO 2.5万km ALF_TeamUMAN (Age 28)1979-12-10 0.5万km F 3.5 A 3 C 3 Arimer 7.5万km F 3 A 3.5 C 3 BAR,8-BALL 0.5万km F 2.5 A 2.5 C 2 d1daisuki 1989-01-11 (Age19) 2.5万km F 3 A 3 C 3 Daikuji 2.0万km evoevo 0.5万km F 2 A 2 C 2.5 FireProject 1.0万km F 3 A 2.5 C 2.5 foobar 3.0万km F 2.5 A 3 C 3.5 Fuji3 3000km F 1 A 0.5 C 0.5 (!) Fuji555 NOT DATA F 4 A 4 C 3.5 GAKU NOT DATA F 3 A 3 C 3 Gilles_jpn F 2.5 A 3 C 3.5 gogogo 1975-06-26 (Age32) 2.5万km gonzo-kool 2.0万km GTR R34 1.5万km hassy@ 4.5万km F 3.5 A 3 C 3 highbridge 4.0万km F 2.5 A 2.5 C 3.5 Hiro[jpn] 8.5万km F 3 A 3.5 C 3.5 hungryhippo 2.0万km F 3 A 3 C 3 imarksystem NOT DATA F 3.5 A 3 C 2.5 july2000 6000km F 2.5 A 3 C 3.5 junjun10801 1.0万km keisuke127 2.5万km F 3.5 A 3 C 3 kuwassan 1.0万km F 2.5 A 2 C 2 Ladia 0.1万km F 2 A 2 C 2 MinusDriver 15.0万km F 5 A 4.5 C 3.5 moto1224 2000km F 1 A 0.5 C 1 (!) naminori 2.0万km F 3.5 A 3.5 C 3 NA NSX 1500km F 1.5 A 2 C 2 negconista 1.5万km noizo 2500km F 3 A 3 C 3 olvelight 4.0万km F 4 A 3.5 C 3 umebosi japan r1z250hiro 3.0万km F 3 A 3.5 C 4 Ralf Schumacher 8500km F 3 A 2.5 C 3 RX-7 rotary T.K 1500km F 2.5 A 2.5 C 2.5 Ryotan02 1.0万km sam92jp 3.5万km F 3 A 3 C 3 SHO1TAKA 4.0万km F 2 A 2.5 C 2.5 SHUNYA 2.5万km splash-A.C.E.- 4.5万km F 4 A 3 C 3 sync 4.0万km F 2.5 A 3 C 3 syun0308 2.0万km F 2 A 3 C 3.5 s_maxi 2.5万km F 2.5 A 3 C 3.5 takaryo 5.0万km F 3 A 3 C 2.5 Taku@jp 0.8万km F 2.5 A 2.5 C 2.5 y-kaku 5.5万km F 2 A 3 C 3.5 Y.GOD 5.0万km F 4 A 3 C 3 yakibuta 0.5万km F 1.5 A1 C 2 yamakawa 2.5万km F 3 A 3.5 C 3 YASUNARI 1991-02-12 (Age16) 8.0万km F 4.5 A 3.5 C 3 53fc8fcbe364272c5c122e7da7a69fc069bf0861 レース日程 0 1451 1839 2008-02-19T10:07:43Z Y.GOD 7 wikitext text/x-wiki 2月 19日(火) LFSPartycup(Japan) パスワード exemode コース SouthCity Sprint2(SO3) (特設 狭いヘアピン&シケイン) 使用可能車種 FXO FZ50 LX4 RaceAbout RB4 XRT 23:00 フリー走行(コースがオリジナルなので慣熟走行です) 23:20 予選開始(10分を予定しています) 23:30 予選終了 23:35 本戦開始(10LAPの予定です) レース終了後、記念撮影 その後二次会(ジムカーナコース)フリー走行 毎週月曜(2月18日からスタート) MondayNight RACINGJAM [http://mondaynightracingjam.blog5.fc2.com/ MondayNight RACINGJAM] 22日(金) LFS Lovers Challenge Cup 21:00~22:00 23日(土) UF1Club シーズン5 第2戦 23:00~23:55 第2戦 BlackWood Rallycross 10ラップ (順周り) [WHRT] Race Event 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  a0efb6e2bcc4f7b3597568d44e9704d67de93a06 1840 1839 2008-02-19T10:09:17Z Y.GOD 7 wikitext text/x-wiki 2月 19日(火) LFSPartycup(Japan) パスワード exemode コース SouthCity Sprint2(SO3) (特設 狭いヘアピン&シケイン) 使用可能車種 FXO FZ50 LX4 RaceAbout RB4 XRT 23:00 フリー走行(コースがオリジナルなので慣熟走行です) 23:20 予選開始(10分を予定しています) 23:30 予選終了 23:35 本戦開始(10LAPの予定です) レース終了後、記念撮影 その後二次会(ジムカーナコース)フリー走行 毎週月曜(2月18日からスタート) MondayNight RACINGJAM [http://mondaynightracingjam.blog5.fc2.com/ MondayNight RACINGJAM] 22日(金) LFS Lovers Challenge Cup 21:00~22:00 23日(土) UF1Club シーズン5 第2戦 23:00~23:55 第2戦 BlackWood Rallycross 10ラップ (順周り) [WHRT] Race Event 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  7c8eab358a81ef47961b7774c1729c2d550f428b 1841 1840 2008-02-19T10:10:14Z Y.GOD 7 wikitext text/x-wiki 2月 20日(水) LFSPartycup(Japan) パスワード exemode コース SouthCity Sprint2(SO3) (特設 狭いヘアピン&シケイン) 使用可能車種 FXO FZ50 LX4 RaceAbout RB4 XRT 23:00 フリー走行(コースがオリジナルなので慣熟走行です) 23:20 予選開始(10分を予定しています) 23:30 予選終了 23:35 本戦開始(10LAPの予定です) レース終了後、記念撮影 その後二次会(ジムカーナコース)フリー走行 毎週月曜(2月18日からスタート) MondayNight RACINGJAM [http://mondaynightracingjam.blog5.fc2.com/ MondayNight RACINGJAM] 22日(金) LFS Lovers Challenge Cup 21:00~22:00 23日(土) UF1Club シーズン5 第2戦 23:00~23:55 第2戦 BlackWood Rallycross 10ラップ (順周り) [WHRT] Race Event 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  3e8310cc7fe1e23847b77caddc9e8041bf4ec586 1842 1841 2008-02-19T10:10:38Z Y.GOD 7 wikitext text/x-wiki 2月 20日(水) LFSPartycup(Japan) パスワード exemode コース SouthCity Sprint2(SO3) (特設 狭いヘアピン&シケイン) 使用可能車種 FXO FZ50 LX4 RaceAbout RB4 XRT 23:00 フリー走行(コースがオリジナルなので慣熟走行です) 23:20 予選開始(10分を予定しています) 23:30 予選終了 23:35 本戦開始(10LAPの予定です) レース終了後、記念撮影 その後二次会(ジムカーナコース)フリー走行 毎週月曜(2月18日からスタート) MondayNight RACINGJAM [http://mondaynightracingjam.blog5.fc2.com/ MondayNight RACINGJAM] 22日(金) LFS Lovers Challenge Cup 21:00~22:00 23日(土) UF1Club シーズン5 第2戦 23:00~23:55 第2戦 BlackWood Rallycross 10ラップ (順周り) [WHRT] Race Event 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  7d7e8f348c00b61a6e22f7d4ca886030bbb10f55 1843 1842 2008-02-19T10:10:57Z Y.GOD 7 wikitext text/x-wiki 2月 20日(水) LFSPartycup(Japan) パスワード exemode コース SouthCity Sprint2(SO3) (特設 狭いヘアピン&シケイン) 使用可能車種 FXO FZ50 LX4 RaceAbout RB4 XRT 23:00 フリー走行(コースがオリジナルなので慣熟走行です) 23:20 予選開始(10分を予定しています) 23:30 予選終了 23:35 本戦開始(10LAPの予定です) レース終了後、記念撮影 その後二次会(ジムカーナコース)フリー走行 毎週月曜(2月18日からスタート) MondayNight RACINGJAM [http://mondaynightracingjam.blog5.fc2.com/ MondayNight RACINGJAM] 22日(金) LFS Lovers Challenge Cup 21:00~22:00 23日(土) UF1Club シーズン5 第2戦 23:00~23:55 第2戦 BlackWood Rallycross 10ラップ (順周り) [WHRT] Race Event 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  8b8e52411f32c42292374836398e4a98963ee160 1847 1843 2008-02-20T09:48:42Z Y.GOD 7 wikitext text/x-wiki 2月 20日(水) LFSPartycup(Japan) パスワード exemode コース SouthCity Sprint2(SO3) (特設 狭いヘアピン&シケイン) 使用可能車種 FXO FZ50 LX4 RaceAbout RB4 XRT 23:00 フリー走行(コースがオリジナルなので慣熟走行です) 23:20 予選開始(10分を予定しています) 23:30 予選終了 23:35 本戦開始(10LAPの予定です) レース終了後、記念撮影 その後二次会(ジムカーナコース)フリー走行 毎週月曜(2月18日からスタート) MondayNight RACINGJAM [http://mondaynightracingjam.blog5.fc2.com/ MondayNight RACINGJAM] 22日(金) LFS Lovers Challenge Cup 21:00~22:00 23日(土) UF1Club シーズン5 第2戦 23:00~23:55 第2戦 BlackWood Rallycross 10ラップ (順周り) [WHRT] Race Event 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  使用予定車 LX4 73fd04254d7d48c9ecb44afc3e1e5b7dbde55436 レースポイント 0 1452 1845 2008-02-19T10:14:56Z Y.GOD 7 wikitext text/x-wiki 20日のレースに向けて SouthCity Sprint2(SO3) LX4 0'42'500が目標タイム c98612b034d9f162c80abe6aded7dc9b1591a210 レース日程 0 1451 1852 1847 2008-02-22T09:39:54Z Y.GOD 7 wikitext text/x-wiki 2月 20日(水) LFSPartycup(Japan) パスワード exemode コース SouthCity Sprint2(SO3) (特設 狭いヘアピン&シケイン) 使用可能車種 FXO FZ50 LX4 RaceAbout RB4 XRT 23:00 フリー走行(コースがオリジナルなので慣熟走行です) 23:20 予選開始(10分を予定しています) 23:30 予選終了 23:35 本戦開始(10LAPの予定です) レース終了後、記念撮影 その後二次会(ジムカーナコース)フリー走行 毎週月曜(2月18日からスタート) MondayNight RACINGJAM [http://mondaynightracingjam.blog5.fc2.com/ MondayNight RACINGJAM] 22日(金) LFS Lovers Challenge Cup !管理者の都合により延期! 23日(土) UF1Club シーズン5 第2戦 23:00~23:55 第2戦 BlackWood Rallycross 10ラップ (順周り) [WHRT] Race Event 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  使用予定車 LX4 d3cd512a2ab1608f9e23f18c4ed237a293d0a263 1860 1852 2008-02-24T04:58:29Z Y.GOD 7 wikitext text/x-wiki 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  使用予定車 LX4 コース ASTON Historic WR レコード 2'58''470 ストレートスピード  205km/h ターゲットタイム 3'05''000 S1 51''000 S2 2'03''000 66771472c64f7e93663bea3fffc11ffe876a392b 1861 1860 2008-02-24T04:58:59Z Y.GOD 7 wikitext text/x-wiki 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  使用予定車 LX4 コース ASTON Historic WR レコード 2'58''470 ストレートスピード  205km/h ターゲットタイム 3'05.000 S1 51.000 S2 2'03.000 742e78286097f6b5fdcecdd80ae05f8f4f6c77a9 1862 1861 2008-02-24T04:59:32Z Y.GOD 7 wikitext text/x-wiki 25日(月) MondayNight RACINGJAM 第1 21:00~22:00 第2 22:00~23:00  使用予定車 LX4 コース ASTON Historic WR レコード 2'58.470 ストレートスピード  205km/h ターゲットタイム 3'05.000 S1 51.000 S2 2'03.000 3ffe4617f75ffda0d474694002f7f49912f4e0ce 基本セッティング・ガイド(旧) 0 1429 1853 1731 2008-02-22T10:49:54Z yamakawa 3 /* Steering */ wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整する Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか<BR> Bump Damp:スプリングが縮むスピードを調整する<BR> Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイヤの最大切れ角の調整 Parallel steer:操舵時のフロントタイヤの内輪と外輪の切れ角差の変化率。高い値でトーイン、低い値でトーアウトの働きをする。 Caster:タイヤ切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさ。 前輪の間の角度が角度を進めながら変わる率は、上昇します。高い価値で、操縦するとき、低い価値での間ステアリングがトーアウトの働きをするトーインとしての行為。 ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが<BR>        高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす<BR>            しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。<BR> 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む<BR> しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間<BR> Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中<BR> Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める<BR> Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。<BR> この3つの状態時にそれぞれのアブソーバの状態を表にしてみると           Front                       Rear<BR> Entry:      Bump dampening 縮運動         Rebound dampening 伸運動<BR> Mid corner:   Roll-bar                     Roll-bar<BR> Exit:         Rebound dampening 伸運動       Bump dampening 縮運動<BR> アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である<BR> 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし<BR> フロント側への荷重移動をより多くすべきである<BR> 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする<BR> コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる<BR> アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。<BR> 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                     Harder springs(固い場合<BR>  + いい点                                  +いい点<BR>  More grip from tires 高いグリップ力                 Moreresponsive handling 操舵レスポンスに優れる<BR>  Less tire wear  減りが少ない                     Produces more heat in tires.タイア温度が上昇する<BR>  - 悪い点                                  -悪い点<BR>  Higher ride height required 高い車高が必要            Lower grip from tires グリップ力が減る<BR>  Less responsive handling  操舵レスポンスが悪い        More tire wear 減りが早い<BR> スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが<BR> 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない<BR> スプリングレートの変更をしたら同時にダンパーの調整もしましょう<BR> 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが<BR> この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w<BR> (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイヤです。<BR> タイヤとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。<BR> LFSにおいては走行中F-9keyを押す事によってタイヤの温度を確認できます。<BR> ガレージ内であればより多くの設定が<BR> まずはコンパウンドです。<BR> レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります、逆にR4は固くグリップは少ないですが長持ちします<BR> 数週ラップしてみてF-9keyを押してタイヤの温度を確認してみましょう<BR> 表示色がブルーであればタイヤの発熱が足りていません、赤であれば発熱し過ぎです。緑がちょうどいい温度であることを示します<BR> 又温度表示はタイアの内側、中、外側と3段階表示されています<BR> 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。(ドラッグは除くよー!)<BR> キャンバー調整の目的はタイヤをいかに接地させるかです<BR> 直線であればキャンバーは必要ありませんが、コーナーではキャンバーを付けないとタイヤは充分に接地面積を確保できません<BR> コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます<BR> レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています<BR> これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです<BR> オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません<BR> 又バンク角がついておりアウト側のタイヤにはより多くのキャンバーが求められます<BR> 同時にイン側のタイヤはポジティブにし接地面積を稼いでいます。<BR> F9keyによるタイヤ温度からキャンバー値を調整しましょう Outside    Middle    Inside<BR>   70      81       91<BR> と表示されていればキャンバーが強すぎますぉ!<BR> Outside    Middle    Inside<BR>   90      80      71<BR> であればキャンバーが足りませんよぉ! Outside    Middle    Inside<BR>  80       88      80<BR> であればエアーの入れ過ぎよん!<BR> Outside    Middle    Inside<BR>   60      85      85<BR> これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] db311555508bf1be7a7de3d6e28c5070833a18fd 1872 1853 2008-05-02T14:55:56Z dankitk 37 ページ [[基本セッティング・ガイド]] を [[基本セッティング・ガイド(旧)]] へ移動: 英語版の内容変更に追随してない? みたいなんで、勝手にいじっちゃいます。 wikitext text/x-wiki 基本セットアップガイド [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] by Robert "Moby" Bjorkman ====Introduction (はじめに、、==== このゲームは純粋物理、荷重がどこへかかるか、を表現している。 ブレーキング時に荷重は前へと移動し前荷重になり、逆にアクセルオン時には後荷重となる。 左へハンドルを切れば荷重は右側へ、右へ切れば荷重は左側へ移動する。 レーシングカーにはハンドリングを改善する様々な調整機構があり 荷重をどう移動させるか調整する事が出来る。 [[image:Setup01.jpg|thumb]] Anti-roll bars:ロール量を調整する Springs: 荷重の移動量を調整する Shocks:荷重の移動速度を調整する(ショック全長内での運動に限る) Tire and steering angles:タイアの運動をより効率的にし、又時に安定をもたらす。 Brake balance:制動の間、車を釣り合わせること。 Tire pressure:グリップ力、安定性、最高速度を調整する。 Gearing: 常にエンジンのパワーバンド内で走る為への調整。 Downforce:空気を利用してダウンフォースを得る。 '''参考Links''' [http://www.xenocracy.plus.com/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator]<br> [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]<br> [http://forum.rscnet.org/showthread.php?t=157180 LFS Setup Analizer]<br> [http://setupfield.teaminferno.hu/index.php?p_section=setup User-made setups]<br> ==== Brakes (ブレーキ ==== Max per wheel:制動力の調整(どれ位の強さで各ディスクを押さえ込むか!) Brake Balance (front):前後の制動バランス ==== Suspension ==== Ride Height Reduction:地上高及びスプリングの移動長の調整 Stiffness:伸縮をどの程度制御(ショックによって)するか<BR> Bump Damp:スプリングが縮むスピードを調整する<BR> Rebound Damp:スプリングが伸びるスピードを調整する Anti Roll:左右への荷重の移動スピードを調整する ==== Steering ==== Maximum Lock:タイヤの最大切れ角の調整 Parallel steer:操舵時のフロントタイヤの内輪と外輪の切れ角差の変化率。高い値でトーイン、低い値でトーアウトの働きをする。 Caster:タイヤ切れ角の垂直に対する角度、多いキャスター角は高速域での安定性を、逆は低速域での安定を Toe-In:進行方向に対してのタイア角度、プラス側の値が安定方向、マイナス側でより回頭性とナーバスさ。 前輪の間の角度が角度を進めながら変わる率は、上昇します。高い価値で、操縦するとき、低い価値での間ステアリングがトーアウトの働きをするトーインとしての行為。 ==== Final Drive ==== Differentials:コーナリング中など左右のタイヤスピードは違っている。この速度差を調整する。 Note(注意:4輪駆動車は前後のトルク配分を決定するセンターデフを持っている、これにより完璧なFF化FR化もできる Gearing:コーナーリング中のシフト操作など不的確なシフトを調整する、又無駄なシフトを省き時間を省略する! Final Drive Ratio:少ない数字側でより最高速を得られ大きい数値側でよりよい加速を得られる。 一般的にそのサーキットにおいての最高速度到達点で最高回転であるように設定する! ==== Tyres ==== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] Tire Compounds:タイアの固さを表す(柔らかい=グリップに優れる) Pressure:空気圧によってグリップ力、安定性、温度を調整する。低いエア圧によりより多くのグリップを得られるが<BR>        高いエア圧の車はストレートでより早い Camber Adjust:タイアの接地角度を調整する。多くのキャンバー角は設置面積を減らしストレートスピード向上をもたらす<BR>            しかし同時にそれは弱いブレーキングと加速性を示す ==== Downforce ==== 羽に角度を付ける事により、より多くのダウンフォースが得られる。<BR> 強いダウンフォースはより大きいグリップを生み出しひいてはより高いスピードを生む<BR> しかしながらダウンフォースはドラッグ(空気抵抗)を伴うので最高速が落ちる場合がある。 ==== Car Balance ==== 次にどうやって車を調整すべきかをコーーナリングとアブソーバの仕事を元に考えたい。 Entry(アプローチ:ブレーキペダルを蹴って!?シフトダウンを開始する (減速区間<BR> Weight: この時車はブレーキングにより前荷重、フロントのアブソーバーが縮みリアのアブソーバーは伸びている Apex(コーナーリング中:ブレーキングを終えコーナーの最中<BR> Weight:車の外側に荷重が移動 ロールバーが作用しており、イン側のアブソーバーが伸びアウト側は縮んでいる Exit(出口:アクセルを入れ始める<BR> Weight:アクセルオンにより後荷重、リアのアブソーバーが縮みフロント側は伸びている この3つに分けて考えどの場面において調整が必要か考える。<BR> この3つの状態時にそれぞれのアブソーバの状態を表にしてみると           Front                       Rear<BR> Entry:      Bump dampening 縮運動         Rebound dampening 伸運動<BR> Mid corner:   Roll-bar                     Roll-bar<BR> Exit:         Rebound dampening 伸運動       Bump dampening 縮運動<BR> アブソーバーを弱くすればより大きく早い荷重移動が得られる、固くすれば荷重の移動が少なく遅くなるのが基本である<BR> 進入でフロントへの荷重が足りていないアンダーの車の場合、対策するとなればフロントを弱く、又はリアの伸び側を弱くし<BR> フロント側への荷重移動をより多くすべきである<BR> 出口でアンダーが出る場合はこれとは逆にリアの縮み側を固くしリアへ移る荷重速度を小さくし操舵に荷重が残るようにする<BR> コーナー中にオーバーな場合リア駆動車であればリアのロールバーを弱くしてより柔軟にリアタイアを接地させる<BR> アンダーであればこれとは逆に操舵側のフロントロールバーを弱くしてより接地させる ダンパー設定は応用設定と言えるものでスプリング設定こそがより骨格的な設定といえる。<BR> 以下にスプリングが与える影響を簡単な表にする。  Softer springs(柔らかい場合                     Harder springs(固い場合<BR>  + いい点                                  +いい点<BR>  More grip from tires 高いグリップ力                 Moreresponsive handling 操舵レスポンスに優れる<BR>  Less tire wear  減りが少ない                     Produces more heat in tires.タイア温度が上昇する<BR>  - 悪い点                                  -悪い点<BR>  Higher ride height required 高い車高が必要            Lower grip from tires グリップ力が減る<BR>  Less responsive handling  操舵レスポンスが悪い        More tire wear 減りが早い<BR> スプリングは目的とするコーナーリングを行うために出来うる限り固くするべきであるのだが<BR> 固過ぎるスプリングは挙動をナーバスにしタイアが持っているだけのトラクションを得る事が出来ない<BR> スプリングレートの変更をしたら同時にダンパーの調整もしましょう<BR> 通常車高を下げる事によってコーナー時の重心も下がりよりコーナー速度も速くなりますが<BR> この作用はLFS Alpha S2 時点では考えられていません。悪しからず、、、w<BR> (underground effect and there by more grip is produced これをどう解釈すべきか、、、) ダンパーとスプリングの設定が出来たら、次はタイヤです。<BR> タイヤとその使い方によってレース勝者が決められると言われる程タイアは重要なファクターです。<BR> LFSにおいては走行中F-9keyを押す事によってタイヤの温度を確認できます。<BR> ガレージ内であればより多くの設定が<BR> まずはコンパウンドです。<BR> レーシングカーであればR1-R4まで選択できます R1は柔らかく強いグリップを発揮しますがすぐに減ります、逆にR4は固くグリップは少ないですが長持ちします<BR> 数週ラップしてみてF-9keyを押してタイヤの温度を確認してみましょう<BR> 表示色がブルーであればタイヤの発熱が足りていません、赤であれば発熱し過ぎです。緑がちょうどいい温度であることを示します<BR> 又温度表示はタイアの内側、中、外側と3段階表示されています<BR> 内側と中の温度表示がなるべく一緒になるようにキャンバーの調整をしましょう。(ドラッグは除くよー!)<BR> キャンバー調整の目的はタイヤをいかに接地させるかです<BR> 直線であればキャンバーは必要ありませんが、コーナーではキャンバーを付けないとタイヤは充分に接地面積を確保できません<BR> コーナー時の接地面積増大は高いコーナーリングスピードに結びつきます<BR> レーシングカーはオーバル以外の普通のサーキットにおいて大概ネガティブキャンバーになっています<BR> これはコーナー時に外側にかかる荷重を最大限に受け止めるべく接地面積を確保するためです<BR> オーバルサーキットにおいては左右どちらかにしかコーナーリングは行われません<BR> 又バンク角がついておりアウト側のタイヤにはより多くのキャンバーが求められます<BR> 同時にイン側のタイヤはポジティブにし接地面積を稼いでいます。<BR> F9keyによるタイヤ温度からキャンバー値を調整しましょう Outside    Middle    Inside<BR>   70      81       91<BR> と表示されていればキャンバーが強すぎますぉ!<BR> Outside    Middle    Inside<BR>   90      80      71<BR> であればキャンバーが足りませんよぉ! Outside    Middle    Inside<BR>  80       88      80<BR> であればエアーの入れ過ぎよん!<BR> Outside    Middle    Inside<BR>   60      85      85<BR> これ位が理想です! == Quick Reference Page (簡単対応表! == [[image:Moby3.jpg|thumb]] あなたの車の動きを見て下の対応表により調整しましょう! 責任はとらんでぇ、どげなワヤなsetだったか、、知らんもん {| !'''コーナー入り口でのアンダーステア''' !'''オーバーステア''' |- |フロント縮み側のダンパーを弱くする |フロント縮み側のダンパー強くする |- |リアの伸び側を弱くする |リアの伸び側を強くする |- |よりキャスター角を付ける |よりキャスター角を付けない |- |フロントスプリングを弱く |フロントスプリングを強く |- |リアスプリングを強く |リアスプリングを弱く |} {| !'''コーナー中のアンダーステア''' !'''オーバーステア''' |- |フロントロールバーを弱く      |フロントロールバーを強く |- |リアのロールバーを強く |リアのロールバーを弱く |- |よりキャンバー角を付ける |よりキャンバー角を付けない |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リヤのダウンフォースを減らす |リヤのダウンフォースを増やす |} {| !'''出口でのアンダーステア''' !'''オーバーステア''' |- |フロント伸び側を固く |フロント伸び側を柔らかく      |- |リアの縮み側を固く |リアの縮み側を柔らかく |- |キャスター角を減らす |キャスター角を増やす |- |フロントスプリング柔らかく |フロントスプリング固く |- |リアスプリングを柔らかく |リアスプリングを固く |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[en:Basic Setup Guide]] [[de:Grundlegende Setup Anleitung]] db311555508bf1be7a7de3d6e28c5070833a18fd レースポイント 0 1452 1854 1845 2008-02-22T17:37:03Z Y.GOD 7 wikitext text/x-wiki 20日のレースに向けて SouthCity Sprint2(SO3) LX4 0'42'500が目標タイム <html> <head> <link rel="stylesheet" type="text/css" href="results3.css"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <title>Extended race statistics</title> <script language="javascript" type="text/javascript"> <!-- function togglev(elem) { document.getElementById(elem).style.display = document.getElementById(elem).style.display =="" ? "none" : ""; } //--> </script> </head> <body style="background-image: url(image/marbre18.jpg);"> <table width="100%"><tr><td align="left"><h1>Extended race statistics</h1></td><td align="right"><div style="font-size: 7pt;"><a href="http://www.lfsforum.net/showthread.php?t=24933">LFSSTat, Version=1.1.0.36296, Culture=neutral, PublicKeyToken=null</a></div></td></tr></table> <p> <table class="tab"> <tr> <td class="vth"> Server </td> <td class="vtb2"> unnamed </td> <td style="background-color: rgb(0, 0, 0);" rowspan="4"> <img alt="Track Image" title="Track Image" src="tracks/as4.gif"> </td> </tr> <tr><td class="vth">Track</td><td class="vtb">Aston Historic (AS4)</td></tr> <tr><td class="vth">Duration</td><td class="vtb">1 Laps</td></tr> <tr><td class="vth">Conditions</td><td class="vtb">Sunrise,no wind</td></tr> </table> <p> <div align = center> <a href="#rrs">Race results</a>&nbsp; <a href="#hcl">Highest climber</a>&nbsp; <a href="#ral">Race leader</a>&nbsp; <a href="#lal">Laps led</a>&nbsp; <a href="#rel">Take Over Car</a>&nbsp; <a href="#spu">First lap</a>&nbsp; <br> <a href="#dev">Lap time stability</a>&nbsp; <a href="#avgl">Average lap</a>&nbsp; <a href="#bst">Best lap</a>&nbsp; <a href="#spl">Best splits</a>&nbsp; <a href="#bpl">Best possible lap</a>&nbsp; <br> <a href="#pit">Pit stops</a>&nbsp; <a href="#pen">Penalties</a>&nbsp; <a href="#bfl">Blue flags shown</a>&nbsp; <a href="#yfl">Yellow flags caused</a>&nbsp; <a href="#top">Top speed</a>&nbsp; <br> <a href="#lbl">Lap by lap graph</a>&nbsp; <a href="#rpr">Race progress graph</a>&nbsp; <a href="2008-02-23_00.55.37_lbl_race.html">Lap By Lap</a> </div> <p> <table> <tr> <td> <a name="rrs"></a><table class="tab"><tr class="titl"><td colspan="12">Race results <a href="javascript:togglev('startorder')">&gt;</a></td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Plate</td><td>Car</td><td style="text-align: center">Race time</td><td>Best lap</td><td>WR</td><td>Laps</td><td>Pits</td><td>Flags</td><td>Penalty</td></tr> <tr class="row"><td>1</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">Y.GOD </td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=Y.GOD">Y.GOD</a></td><td style="text-align:left"></td><td style="text-align:left">LX4</td><td>3:08.82</td><td>3:08.82</td><td></td><td>1</td><td>0</td><td>Clutch CustomView </td><td></td></tr> <tr class="row"><td>2</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]Aquarius</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=sam92jp">sam92jp</a></td><td style="text-align:left">#007</td><td style="text-align:left">LX4</td><td>+0:02.50</td><td>3:11.32</td><td></td><td>1</td><td>0</td><td>Clutch Mouse </td><td></td></tr> <tr class="row"><td>3</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]</font><font color = red>imark</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=imarksystem">imarksystem</a></td><td style="text-align:left">#001</td><td style="text-align:left">LX4</td><td>+0:03.61</td><td>3:12.43</td><td></td><td>1</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>4</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = pink>umebosi </font><font color = white>ja</font><font color = red>pa</font><font color = white>n</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=tukasa">tukasa</a></td><td style="text-align:left">japannnn</td><td style="text-align:left">LX4</td><td>+0:14.28</td><td>3:23.10</td><td></td><td>1</td><td>0</td><td>Clutch </td><td></td></tr> <tr class="row"><td>5</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">yamat</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=yamakawa">yamakawa</a></td><td style="text-align:left">Break!</td><td style="text-align:left">LX4</td><td>+0:14.71</td><td>3:23.53</td><td></td><td>1</td><td>0</td><td>Clutch CustomView </td><td></td></tr> <tr class="row"><td>6</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]</font><font color = Turquoise>takaryo</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=takaryo">takaryo</a></td><td style="text-align:left">#006</td><td style="text-align:left">LX4</td><td>+0:14.82</td><td>3:23.64</td><td></td><td>1</td><td>0</td><td>Clutch CustomView </td><td></td></tr> <tr class="row"><td>7</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]</font><font color = green>AE100</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=ae100">ae100</a></td><td style="text-align:left">#100</td><td style="text-align:left">LX4</td><td>+0:17.20</td><td>3:26.02</td><td></td><td>1</td><td>0</td><td>Clutch Mouse </td><td></td></tr> <tr class="row"><td>8</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]OLVELIGHT</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=olvelight">olvelight</a></td><td style="text-align:left">FLAME</td><td style="text-align:left">LX4</td><td>+0:26.80</td><td>3:35.62</td><td></td><td>1</td><td>0</td><td>Clutch </td><td></td></tr> <tr class="row"><td>9</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[</font><font color = blue>Y.S.R</font><font color = white>]Kenta</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=kenta_955">kenta_955</a></td><td style="text-align:left">25-25</td><td style="text-align:left">LX4</td><td>+0:28.68</td><td>3:37.50</td><td></td><td>1</td><td>0</td><td>Clutch Mouse </td><td></td></tr> <tr class="row"><td>10</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">jager17</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=jager0017">jager0017</a></td><td style="text-align:left">jager17</td><td style="text-align:left">LX4</td><td>+0:41.39</td><td>3:50.21</td><td></td><td>1</td><td>0</td><td>Shifter Brake Throttle </td><td></td></tr> <tr class="row"><td>11</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = red>[Я</font><font color = white>M] R°azor</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=christopherpeichl">christopherpeichl</a></td><td style="text-align:left">マazor</td><td style="text-align:left">LX4</td><td>+0:46.54</td><td>3:55.36</td><td></td><td>1</td><td>0</td><td>Clutch </td><td></td></tr> <tr class="row"><td>12</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">slip@jp</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=slipknot0079">slipknot0079</a></td><td style="text-align:left"></td><td style="text-align:left">LX4</td><td>+0:46.90</td><td>3:55.72</td><td></td><td>1</td><td>0</td><td></td><td></td></tr> <tr class="row"><td>13</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = blue>Orider</font><font color = yellow>@</font><font color = red>JP </font><font color = black>(G25)</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=Orider">Orider</a></td><td style="text-align:left">Patrol</td><td style="text-align:left">LX4</td><td>+0:50.22</td><td>3:59.04</td><td></td><td>1</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>14</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[</font><font color = blue>Y.S.R</font><font color = white>]SHOH1</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=SHOH1TAKA">SHOH1TAKA</a></td><td style="text-align:left">SAYAKA</td><td style="text-align:left">LX4</td><td>+1:04.99</td><td>4:13.81</td><td></td><td>1</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>15</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">?.Fat Mike</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=towneyfish">towneyfish</a></td><td style="text-align:left"></td><td style="text-align:left">LX4</td><td>DNF</td><td>0:00.00</td><td></td><td>0</td><td>0</td><td>Gears Clutch </td><td></td></tr> <tr class="row"><td>16</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">Voodoo</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=stoner1337">stoner1337</a></td><td style="text-align:left">voodoo</td><td style="text-align:left">LX4</td><td>DNF</td><td>0:00.00</td><td></td><td>0</td><td>0</td><td>Gears Brake Clutch Mouse </td><td></td></tr> <tr class="row"><td>17</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>srk.p</font><font color = red>l </font><font color = white>WooYeK</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=WooYeK_Pl">WooYeK_Pl</a></td><td style="text-align:left">FeeLmE</td><td style="text-align:left">LX4</td><td>DNF</td><td>0:00.00</td><td></td><td>0</td><td>0</td><td>Throttle </td><td></td></tr> </table> </td> <td id="startorder" style="display: none"> <a name="rrs"></a><table class="tab"><tr class="titl"><td colspan="3">Start order</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">Y.GOD</a></td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">imarksystem</a></td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">sam92jp</a></td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">takaryo</a></td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">ae100</a></td></tr> <tr class="row"><td>6</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">Orider</a></td></tr> <tr class="row"><td>7</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">tukasa</a></td></tr> <tr class="row"><td>8</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">WooYeK_Pl</a></td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">SHOH1TAKA</a></td></tr> <tr class="row"><td>10</td><td style="text-align:left;">slip@jp</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">slipknot0079</a></td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">olvelight</a></td></tr> <tr class="row"><td>12</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">christopherpeichl</a></td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">kenta_955</a></td></tr> <tr class="row"><td>-</td><td style="text-align:left;">Voodoo</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">stoner1337</a></td></tr> <tr class="row"><td>-</td><td style="text-align:left;">yamat</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">yamakawa</a></td></tr> <tr class="row"><td>-</td><td style="text-align:left;">jager17</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">jager0017</a></td></tr> <tr class="row"><td>-</td><td style="text-align:left;">?.Fat Mike</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">towneyfish</a></td></tr> </table> </td> </table> <p> <a name="hcl"></a><table class="tab"><tr class="titl"><td colspan="6">Highest climber</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Start</td><td>Finish</td><td>Gain</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>13</td><td>9</td><td>4</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>11</td><td>8</td><td>3</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>7</td><td>4</td><td>3</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3</td><td>2</td><td>1</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>12</td><td>11</td><td>1</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1</td><td>1</td><td>0</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>2</td><td>3</td><td>-1</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>4</td><td>6</td><td>-2</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>10</td><td>12</td><td>-2</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>5</td><td>7</td><td>-2</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>9</td><td>14</td><td>-5</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>6</td><td>13</td><td>-7</td></tr> </table> <p> <a name="ral"></a><table class="tab"><tr class="titl"><td colspan="4">Race leader</td></tr> <tr class="titl2"><td>N</td><td colspan="2">Racer</td><td>Laps</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1-1</td></tr> </table> <p> <a name="lal"></a><table class="tab"><tr class="titl"><td colspan="4">Laps led</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Laps</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1</td></tr> </table> <p> <a name="rel"></a> <table class="tab"> <tr class="titl"> <td colspan="5"> Take Over Car </td> </tr> <tr class="titl2"> <td> P </td> <td colspan="2"> Racer </td> <td> Take Over Car </td> <td> Laps </td> </tr> </table> <a name="spu"></a><table class="tab"><tr class="titl"><td colspan="5">First lap</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3:08.82</td><td>0:00.00</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3:11.32</td><td>0:02.50</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>3:12.43</td><td>0:03.61</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3:23.10</td><td>0:14.28</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>3:23.53</td><td>0:14.71</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3:23.64</td><td>0:14.82</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3:26.02</td><td>0:17.20</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>3:35.62</td><td>0:26.80</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>3:37.50</td><td>0:28.68</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">jager17</td><td style="text-align:left">jager0017</td><td>3:50.21</td><td>0:41.39</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>3:55.36</td><td>0:46.54</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>3:55.72</td><td>0:46.90</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>3:59.04</td><td>0:50.22</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>4:13.81</td><td>1:04.99</td></tr> </table> <p> <a name="dev"></a><table class="tab"><tr class="titl"><td colspan="6">Lap time stability</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Dev.</td><td>Gap</td><td style="text-align:right">Laps</td></tr> </table> <p> <a name="avgl"></a><table class="tab"><tr class="titl"><td colspan="6">Average lap</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>Laps</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3:08.82</td><td>0:00.00</td><td>1</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3:11.32</td><td>0:02.50</td><td>1</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>3:12.43</td><td>0:03.61</td><td>1</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3:23.10</td><td>0:14.28</td><td>1</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>3:23.53</td><td>0:14.71</td><td>1</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3:23.64</td><td>0:14.82</td><td>1</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3:26.02</td><td>0:17.20</td><td>1</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>3:35.62</td><td>0:26.80</td><td>1</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>3:37.50</td><td>0:28.68</td><td>1</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">jager17</td><td style="text-align:left">jager0017</td><td>3:50.21</td><td>0:41.39</td><td>1</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>3:55.36</td><td>0:46.54</td><td>1</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>3:55.72</td><td>0:46.90</td><td>1</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>3:59.04</td><td>0:50.22</td><td>1</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>4:13.81</td><td>1:04.99</td><td>1</td></tr> </table> <p> <a name="bst"></a><table class="tab"><tr class="titl"><td colspan="7">Best lap</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>WR</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3:08.82</td><td>0:00.00</td><td></td><td>1</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3:11.32</td><td>0:02.50</td><td></td><td>1</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>3:12.43</td><td>0:03.61</td><td></td><td>1</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3:23.10</td><td>0:14.28</td><td></td><td>1</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>3:23.53</td><td>0:14.71</td><td></td><td>1</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3:23.64</td><td>0:14.82</td><td></td><td>1</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3:26.02</td><td>0:17.20</td><td></td><td>1</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>3:35.62</td><td>0:26.80</td><td></td><td>1</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>3:37.50</td><td>0:28.68</td><td></td><td>1</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">jager17</td><td style="text-align:left">jager0017</td><td>3:50.21</td><td>0:41.39</td><td></td><td>1</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>3:55.36</td><td>0:46.54</td><td></td><td>1</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>3:55.72</td><td>0:46.90</td><td></td><td>1</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>3:59.04</td><td>0:50.22</td><td></td><td>1</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>4:13.81</td><td>1:04.99</td><td></td><td>1</td></tr> </table> <a name="spl"></a> <p><table class="tab"><tr class="titl"><td colspan="7">Best split 1</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>WR</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>0:57.61</td><td>0:00.00</td><td></td><td>0</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>0:57.84</td><td>0:00.23</td><td></td><td>0</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>0:58.44</td><td>0:00.83</td><td></td><td>0</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>1:00.20</td><td>0:02.59</td><td></td><td>0</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>1:01.87</td><td>0:04.26</td><td></td><td>0</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>1:03.14</td><td>0:05.53</td><td></td><td>0</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>1:04.98</td><td>0:07.37</td><td></td><td>0</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>1:05.28</td><td>0:07.67</td><td></td><td>0</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>1:05.36</td><td>0:07.75</td><td></td><td>0</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>1:05.66</td><td>0:08.05</td><td></td><td>0</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>1:08.94</td><td>0:11.33</td><td></td><td>0</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>1:09.11</td><td>0:11.50</td><td></td><td>0</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">jager17</td><td style="text-align:left">jager0017</td><td>1:18.32</td><td>0:20.71</td><td></td><td>0</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>1:21.41</td><td>0:23.80</td><td></td><td>0</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">Voodoo</td><td style="text-align:left">stoner1337</td><td>2:46.07</td><td>1:48.46</td><td></td><td>0</td></tr> </table> <p><table class="tab"><tr class="titl"><td colspan="7">Best split 2</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>WR</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1:10.35</td><td>0:00.00</td><td></td><td>0</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>1:11.04</td><td>0:00.69</td><td></td><td>0</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>1:12.47</td><td>0:02.12</td><td></td><td>0</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>1:12.65</td><td>0:02.30</td><td></td><td>0</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>1:12.89</td><td>0:02.54</td><td></td><td>0</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>1:13.12</td><td>0:02.77</td><td></td><td>0</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>1:15.00</td><td>0:04.65</td><td></td><td>0</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>1:15.63</td><td>0:05.28</td><td></td><td>0</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">jager17</td><td style="text-align:left">jager0017</td><td>1:25.40</td><td>0:15.05</td><td></td><td>0</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>1:29.72</td><td>0:19.37</td><td></td><td>0</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>1:29.84</td><td>0:19.49</td><td></td><td>0</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>1:30.32</td><td>0:19.97</td><td></td><td>0</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>1:38.86</td><td>0:28.51</td><td></td><td>0</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">Voodoo</td><td style="text-align:left">stoner1337</td><td>1:41.95</td><td>0:31.60</td><td></td><td>0</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>1:47.79</td><td>0:37.44</td><td></td><td>0</td></tr> </table> <p><table class="tab"><tr class="titl"><td colspan="7">Best split 3</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>WR</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1:00.86</td><td>0:00.00</td><td></td><td>1</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>1:01.47</td><td>0:00.61</td><td></td><td>1</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>1:01.84</td><td>0:00.98</td><td></td><td>1</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>1:01.88</td><td>0:01.02</td><td></td><td>1</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>1:02.20</td><td>0:01.34</td><td></td><td>1</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>1:04.61</td><td>0:03.75</td><td></td><td>1</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>1:04.96</td><td>0:04.10</td><td></td><td>1</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>1:04.98</td><td>0:04.12</td><td></td><td>1</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>1:05.70</td><td>0:04.84</td><td></td><td>1</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>1:05.97</td><td>0:05.11</td><td></td><td>1</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">jager17</td><td style="text-align:left">jager0017</td><td>1:06.49</td><td>0:05.63</td><td></td><td>1</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>1:14.63</td><td>0:13.77</td><td></td><td>1</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>1:22.56</td><td>0:21.70</td><td></td><td>1</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>1:34.73</td><td>0:33.87</td><td></td><td>1</td></tr> </table> </table> <p> <a name="bpl"></a><table class="tab"><tr class="titl"><td colspan="7">Best possible lap</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>Best lap</td><td>WR</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3:08.82</td><td>0:00.00</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3:11.32</td><td>0:02.50</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>3:12.43</td><td>0:03.61</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>4</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3:23.10</td><td>0:14.28</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>3:23.53</td><td>0:14.71</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3:23.64</td><td>0:14.82</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3:26.02</td><td>0:17.20</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>8</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>3:35.62</td><td>0:26.80</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>3:37.50</td><td>0:28.68</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>10</td><td style="text-align:left;">jager17</td><td style="text-align:left">jager0017</td><td>3:50.21</td><td>0:41.39</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>3:55.36</td><td>0:46.54</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>12</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>3:55.72</td><td>0:46.90</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>13</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>3:59.04</td><td>0:50.22</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>14</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>4:13.81</td><td>1:04.99</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>15</td><td style="text-align:left;">Voodoo</td><td style="text-align:left">stoner1337</td><td>4:28.02</td><td>1:19.20</td><td>-4:28.02</td><td></td></tr> </table> &nbsp;&nbsp;<font size="-2">Combined best lap time: <strong>3:08.82</strong></font> <p> <p> <a name="pit"></a><table class="tab"><tr class="titl"><td colspan="5">Pit stops</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Pit info</td><td>Stop time</td></tr> </table> <p> <a name="pen"></a><table class="tab"><tr class="titl"><td colspan="5">Penalties</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Penalty info</td><td>Penalties</td></tr> </table> <p> <a name="bfl"></a><table class="tab"><tr class="titl"><td colspan="4">Blue flags shown</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Flags</td></tr> </table> <p> <a name="yfl"></a><table class="tab"><tr class="titl"><td colspan="4">Yellow flags caused</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Flags</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[ЯM] R°azor</td><td style="text-align:left">christopherpeichl</td><td>10</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>9</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>8</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>7</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>7</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">Voodoo</td><td style="text-align:left">stoner1337</td><td>6</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>4</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">jager17</td><td style="text-align:left">jager0017</td><td>4</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>2</td></tr> </table> <a name="top"></a><table class="tab"><tr class="titl"><td colspan="6">Top Speed, kph</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Speed</td><td>Gap</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[C.C.R.F.]Aquarius&nbsp;</td><td style="text-align:left">sam92jp</td><td>202.55</td><td>0.00</td><td>1</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT&nbsp;</td><td style="text-align:left">olvelight</td><td>202.12</td><td>0.44</td><td>1</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[Y.S.R]SHOH1&nbsp;</td><td style="text-align:left">SHOH1TAKA</td><td>202.09</td><td>0.46</td><td>1</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]AE100&nbsp;</td><td style="text-align:left">ae100</td><td>201.49</td><td>1.07</td><td>1</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">Y.GOD &nbsp;</td><td style="text-align:left">Y.GOD</td><td>201.24</td><td>1.32</td><td>1</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[Y.S.R]Kenta&nbsp;</td><td style="text-align:left">kenta_955</td><td>200.64</td><td>1.91</td><td>1</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">yamat&nbsp;</td><td style="text-align:left">yamakawa</td><td>200.56</td><td>2.00</td><td>1</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">[C.C.R.F.]takaryo&nbsp;</td><td style="text-align:left">takaryo</td><td>199.45</td><td>3.11</td><td>1</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">Voodoo&nbsp;</td><td style="text-align:left">stoner1337</td><td>199.40</td><td>3.15</td><td>1</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">slip@jp&nbsp;</td><td style="text-align:left">slipknot0079</td><td>198.98</td><td>3.57</td><td>1</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">umebosi japan&nbsp;</td><td style="text-align:left">tukasa</td><td>198.94</td><td>3.61</td><td>1</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">[ЯM] R°azor&nbsp;</td><td style="text-align:left">christopherpeichl</td><td>198.02</td><td>4.54</td><td>1</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[C.C.R.F.]imark&nbsp;</td><td style="text-align:left">imarksystem</td><td>197.74</td><td>4.81</td><td>1</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">srk.pl WooYeK&nbsp;</td><td style="text-align:left">WooYeK_Pl</td><td>197.06</td><td>5.49</td><td>1</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">jager17&nbsp;</td><td style="text-align:left">jager0017</td><td>196.69</td><td>5.87</td><td>1</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">Orider@JP (G25)&nbsp;</td><td style="text-align:left">Orider</td><td>195.82</td><td>6.73</td><td>1</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">?.Fat Mike&nbsp;</td><td style="text-align:left">towneyfish</td><td>0.83</td><td>201.72</td><td>1</td></tr> </table> <p><a name="lbl"><img alt="Lap by lap graph" title="Lap by lap graph" src="graph/2008-02-23_00.55.37_lbl.png"></a> <p><a name="rpr"><img alt="Race progress graph" title="Race progress graph" src="graph/2008-02-23_00.55.37_rpr.png"></a> </body> </html> 59ce239dc5c4e01b439d67ffb088982dc29d4d54 1855 1854 2008-02-22T17:37:47Z Y.GOD 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 1856 1855 2008-02-22T17:44:13Z Y.GOD 7 wikitext text/x-wiki br> <a href="#lbl">Lap by lap graph</a>&nbsp; <a href="#rpr">Race progress graph</a>&nbsp; <a href="2008-02-23_00.30.33_lbl_race.html">Lap By Lap</a> </div> <p> <table> <tr> <td> <a name="rrs"></a><table class="tab"><tr class="titl"><td colspan="12">Race results <a href="javascript:togglev('startorder')">&gt;</a></td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Plate</td><td>Car</td><td style="text-align: center">Race time</td><td>Best lap</td><td>WR</td><td>Laps</td><td>Pits</td><td>Flags</td><td>Penalty</td></tr> <tr class="row"><td>1</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">Y.GOD </td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=Y.GOD">Y.GOD</a></td><td style="text-align:left"></td><td style="text-align:left">LX4</td><td>9:14.88</td><td>3:02.05</td><td></td><td>3</td><td>0</td><td>Clutch CustomView </td><td></td></tr> <tr class="row"><td>2</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]</font><font color = red>imark</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=imarksystem">imarksystem</a></td><td style="text-align:left">#001</td><td style="text-align:left">LX4</td><td>+0:00.81</td><td>3:01.20</td><td></td><td>3</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>3</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]Aquarius</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=sam92jp">sam92jp</a></td><td style="text-align:left">#007</td><td style="text-align:left">LX4</td><td>+0:03.70</td><td>3:02.38</td><td></td><td>3</td><td>0</td><td>Clutch Mouse </td><td></td></tr> <tr class="row"><td>4</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]</font><font color = green>AE100</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=ae100">ae100</a></td><td style="text-align:left">#100</td><td style="text-align:left">LX4</td><td>+0:08.07</td><td>3:02.82</td><td></td><td>3</td><td>0</td><td>Clutch Mouse </td><td></td></tr> <tr class="row"><td>5</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">yamat</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=yamakawa">yamakawa</a></td><td style="text-align:left">Break!</td><td style="text-align:left">LX4</td><td>+0:13.04</td><td>3:02.89</td><td></td><td>3</td><td>0</td><td>Clutch CustomView </td><td></td></tr> <tr class="row"><td>6</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]</font><font color = Turquoise>takaryo</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=takaryo">takaryo</a></td><td style="text-align:left">#006</td><td style="text-align:left">LX4</td><td>+0:24.50</td><td>3:05.51</td><td></td><td>3</td><td>0</td><td>Clutch CustomView </td><td></td></tr> <tr class="row"><td>7</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>MAXI</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=s_maxi">s_maxi</a></td><td style="text-align:left">MAXI</td><td style="text-align:left">LX4</td><td>+0:27.39</td><td>3:05.18</td><td></td><td>3</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>8</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[</font><font color = blue>Y.S.R</font><font color = white>]Kenta</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=kenta_955">kenta_955</a></td><td style="text-align:left">25-25</td><td style="text-align:left">LX4</td><td>+0:32.20</td><td>3:08.63</td><td></td><td>3</td><td>0</td><td>Clutch Mouse </td><td></td></tr> <tr class="row"><td>9</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>HighBridge</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=highbridge">highbridge</a></td><td style="text-align:left">G25</td><td style="text-align:left">LX4</td><td>+0:33.59</td><td>3:08.51</td><td></td><td>3</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>10</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = red>Ho</font><font color = white>r</font><font color = green>ci [ART]</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=horci">horci</a></td><td style="text-align:left">Horci</td><td style="text-align:left">LX4</td><td>+0:45.23</td><td>3:08.79</td><td></td><td>3</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>11</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = blue>Orider</font><font color = yellow>@</font><font color = red>JP </font><font color = black>(G25)</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=Orider">Orider</a></td><td style="text-align:left">Patrol</td><td style="text-align:left">LX4</td><td>+0:46.78</td><td>3:10.66</td><td></td><td>3</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>12</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">y-kaku</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=y-kaku">y-kaku</a></td><td style="text-align:left">y-kaku</td><td style="text-align:left">LX4</td><td>+0:47.45</td><td>3:11.19</td><td></td><td>3</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>13</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = pink>umebosi </font><font color = white>ja</font><font color = red>pa</font><font color = white>n</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=tukasa">tukasa</a></td><td style="text-align:left">japannnn</td><td style="text-align:left">LX4</td><td>+1:00.14</td><td>3:19.46</td><td></td><td>3</td><td>0</td><td>Clutch </td><td></td></tr> <tr class="row"><td>14</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>srk.p</font><font color = red>l </font><font color = white>WooYeK</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=WooYeK_Pl">WooYeK_Pl</a></td><td style="text-align:left">FeeLmE</td><td style="text-align:left">LX4</td><td>+1:01.45</td><td>3:08.63</td><td></td><td>3</td><td>0</td><td>Throttle </td><td></td></tr> <tr class="row"><td>15</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>Naminori</font><font color = blue>555</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=naminori">naminori</a></td><td style="text-align:left">SRT555</td><td style="text-align:left">LX4</td><td>DNF</td><td>3:12.69</td><td></td><td>2</td><td>1</td><td>Clutch Mouse </td><td></td></tr> <tr class="row"><td>16</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;">slip@jp</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=slipknot0079">slipknot0079</a></td><td style="text-align:left"></td><td style="text-align:left">LX4</td><td>DNF</td><td>3:21.58</td><td></td><td>2</td><td>0</td><td></td><td></td></tr> <tr class="row"><td>17</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = blue>[R</font><font color = white>F</font><font color = red>R]</font><font color = white>-Mullog</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=mullog">mullog</a></td><td style="text-align:left">RacingFR</td><td style="text-align:left">LX4</td><td>DNF</td><td>3:09.73</td><td></td><td>2</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>18</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[</font><font color = blue>Y.S.R</font><font color = white>]SHOH1</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=SHOH1TAKA">SHOH1TAKA</a></td><td style="text-align:left">SAYAKA</td><td style="text-align:left">LX4</td><td>DNF</td><td>3:17.84</td><td></td><td>2</td><td>0</td><td>Shifter Throttle </td><td></td></tr> <tr class="row"><td>19</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font></font><font color = white>[C.C.R.F.]OLVELIGHT</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=olvelight">olvelight</a></td><td style="text-align:left">FLAME</td><td style="text-align:left">LX4</td><td>DNF</td><td>3:11.33</td><td></td><td>2</td><td>0</td><td>Clutch </td><td></td></tr> <tr class="row"><td>20</td><td style="text-align:left; font-weight: bold; background: #c9c5c2;"><font>M</font><font color = red>Cz </font><font color = white>Radek Müller</font></td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer=Radek44">Radek44</a></td><td style="text-align:left">161</td><td style="text-align:left">LX4</td><td>DNF</td><td>0:00.00</td><td></td><td>0</td><td>0</td><td>Clutch CustomView </td><td></td></tr> </table> </td> <td id="startorder" style="display: none"> <a name="rrs"></a><table class="tab"><tr class="titl"><td colspan="3">Start order</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">Y.GOD</a></td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">ae100</a></td></tr> <tr class="row"><td>3</td><td style="text-align:left;">Naminori555</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">naminori</a></td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">sam92jp</a></td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">mullog</a></td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">imarksystem</a></td></tr> <tr class="row"><td>7</td><td style="text-align:left;">yamat</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">yamakawa</a></td></tr> <tr class="row"><td>8</td><td style="text-align:left;">MCz Radek Müller</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">Radek44</a></td></tr> <tr class="row"><td>9</td><td style="text-align:left;">MAXI</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">s_maxi</a></td></tr> <tr class="row"><td>10</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">takaryo</a></td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">kenta_955</a></td></tr> <tr class="row"><td>12</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">Orider</a></td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">SHOH1TAKA</a></td></tr> <tr class="row"><td>14</td><td style="text-align:left;">y-kaku</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">y-kaku</a></td></tr> <tr class="row"><td>15</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">tukasa</a></td></tr> <tr class="row"><td>16</td><td style="text-align:left;">HighBridge</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">highbridge</a></td></tr> <tr class="row"><td>17</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">horci</a></td></tr> <tr class="row"><td>18</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">WooYeK_Pl</a></td></tr> <tr class="row"><td>19</td><td style="text-align:left;">slip@jp</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">slipknot0079</a></td></tr> <tr class="row"><td>-</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left"><a href="http://lfsworld.com/?win=stats&racer={UserNameLink}">olvelight</a></td></tr> </table> </td> </table> <p> <a name="hcl"></a><table class="tab"><tr class="titl"><td colspan="6">Highest climber</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Start</td><td>Finish</td><td>Gain</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>16</td><td>9</td><td>7</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>17</td><td>10</td><td>7</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>6</td><td>2</td><td>4</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>10</td><td>6</td><td>4</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>18</td><td>14</td><td>4</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>11</td><td>8</td><td>3</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>9</td><td>7</td><td>2</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>14</td><td>12</td><td>2</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>15</td><td>13</td><td>2</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>7</td><td>5</td><td>2</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>12</td><td>11</td><td>1</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>4</td><td>3</td><td>1</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1</td><td>1</td><td>0</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>2</td><td>4</td><td>-2</td></tr> </table> <p> <a name="ral"></a><table class="tab"><tr class="titl"><td colspan="4">Race leader</td></tr> <tr class="titl2"><td>N</td><td colspan="2">Racer</td><td>Laps</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1-3</td></tr> </table> <p> <a name="lal"></a><table class="tab"><tr class="titl"><td colspan="4">Laps led</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Laps</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3</td></tr> </table> <p> <a name="rel"></a> <table class="tab"> <tr class="titl"> <td colspan="5"> Take Over Car </td> </tr> <tr class="titl2"> <td> P </td> <td colspan="2"> Racer </td> <td> Take Over Car </td> <td> Laps </td> </tr> </table> <a name="spu"></a><table class="tab"><tr class="titl"><td colspan="5">First lap</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3:10.74</td><td>0:00.00</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>3:12.69</td><td>0:01.95</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3:13.82</td><td>0:03.08</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3:14.61</td><td>0:03.87</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>3:17.92</td><td>0:07.18</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>3:20.35</td><td>0:09.61</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>3:21.94</td><td>0:11.20</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>3:26.18</td><td>0:15.44</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>3:26.38</td><td>0:15.64</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3:26.98</td><td>0:16.24</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>3:27.39</td><td>0:16.65</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>3:29.04</td><td>0:18.30</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3:32.72</td><td>0:21.98</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>3:36.24</td><td>0:25.50</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>3:58.87</td><td>0:48.13</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>3:59.96</td><td>0:49.22</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>4:37.67</td><td>1:26.93</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>4:57.41</td><td>1:46.67</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>6:51.20</td><td>3:40.46</td></tr> </table> <p> <a name="dev"></a><table class="tab"><tr class="titl"><td colspan="6">Lap time stability</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Dev.</td><td>Gap</td><td style="text-align:right">Laps</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>0:05.00</td><td>0:00.00</td><td>3</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>0:06.17</td><td>0:01.17</td><td>3</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>0:06.25</td><td>0:01.24</td><td>3</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>0:06.46</td><td>0:01.46</td><td>3</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>0:06.60</td><td>0:01.59</td><td>3</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>0:06.89</td><td>0:01.88</td><td>3</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>0:07.50</td><td>0:02.50</td><td>2</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>0:08.32</td><td>0:03.31</td><td>3</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>0:09.93</td><td>0:04.93</td><td>3</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>0:10.30</td><td>0:05.30</td><td>3</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>0:10.94</td><td>0:05.93</td><td>3</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>0:10.99</td><td>0:05.99</td><td>3</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>0:12.01</td><td>0:07.01</td><td>3</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>0:13.73</td><td>0:08.73</td><td>3</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>0:28.94</td><td>0:23.94</td><td>3</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>0:29.78</td><td>0:24.77</td><td>2</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>0:53.80</td><td>0:48.79</td><td>2</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>1:14.04</td><td>1:09.04</td><td>2</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>2:35.47</td><td>2:30.46</td><td>2</td></tr> </table> <p> <a name="avgl"></a><table class="tab"><tr class="titl"><td colspan="6">Average lap</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>Laps</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3:04.96</td><td>0:00.00</td><td>3</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>3:05.23</td><td>0:00.27</td><td>3</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3:06.19</td><td>0:01.23</td><td>3</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3:07.65</td><td>0:02.69</td><td>3</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>3:09.30</td><td>0:04.34</td><td>3</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3:13.12</td><td>0:08.16</td><td>3</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>3:14.09</td><td>0:09.13</td><td>3</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>3:15.04</td><td>0:10.08</td><td>2</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>3:15.69</td><td>0:10.73</td><td>3</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>3:16.15</td><td>0:11.19</td><td>3</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>3:20.03</td><td>0:15.07</td><td>3</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>3:20.55</td><td>0:15.59</td><td>3</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>3:20.77</td><td>0:15.81</td><td>3</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3:25.00</td><td>0:20.04</td><td>3</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>3:25.44</td><td>0:20.48</td><td>3</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>3:38.90</td><td>0:33.94</td><td>2</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>3:59.62</td><td>0:54.66</td><td>2</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>4:05.05</td><td>1:00.09</td><td>2</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>5:01.26</td><td>1:56.30</td><td>2</td></tr> </table> <p> <a name="bst"></a><table class="tab"><tr class="titl"><td colspan="7">Best lap</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>WR</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>3:01.20</td><td>0:00.00</td><td></td><td>3</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3:02.05</td><td>0:00.85</td><td></td><td>2</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3:02.38</td><td>0:01.18</td><td></td><td>2</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3:02.82</td><td>0:01.62</td><td></td><td>2</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>3:02.89</td><td>0:01.69</td><td></td><td>3</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>3:05.18</td><td>0:03.98</td><td></td><td>2</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3:05.51</td><td>0:04.31</td><td></td><td>3</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>3:08.51</td><td>0:07.31</td><td></td><td>3</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>3:08.63</td><td>0:07.43</td><td></td><td>3</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>3:08.63</td><td>0:07.43</td><td></td><td>3</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>3:08.79</td><td>0:07.59</td><td></td><td>2</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>3:09.73</td><td>0:08.53</td><td></td><td>2</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>3:10.66</td><td>0:09.46</td><td></td><td>3</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>3:11.19</td><td>0:09.99</td><td></td><td>3</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>3:11.33</td><td>0:10.13</td><td></td><td>2</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>3:12.69</td><td>0:11.49</td><td></td><td>2</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>3:17.84</td><td>0:16.64</td><td></td><td>2</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3:19.46</td><td>0:18.26</td><td></td><td>3</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>3:21.58</td><td>0:20.38</td><td></td><td>2</td></tr> </table> <a name="spl"></a> <p><table class="tab"><tr class="titl"><td colspan="7">Best split 1</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>WR</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>0:49.96</td><td>0:00.00</td><td></td><td>2</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>0:50.26</td><td>0:00.30</td><td></td><td>1</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>0:50.33</td><td>0:00.37</td><td></td><td>1</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>0:50.34</td><td>0:00.38</td><td></td><td>2</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>0:50.46</td><td>0:00.50</td><td></td><td>2</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>0:50.50</td><td>0:00.54</td><td></td><td>2</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>0:50.58</td><td>0:00.62</td><td></td><td>1</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>0:50.76</td><td>0:00.80</td><td></td><td>1</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>0:50.92</td><td>0:00.96</td><td></td><td>2</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>0:50.97</td><td>0:01.01</td><td></td><td>2</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>0:51.22</td><td>0:01.26</td><td></td><td>2</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>0:51.25</td><td>0:01.29</td><td></td><td>1</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>0:51.31</td><td>0:01.35</td><td></td><td>2</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>0:51.65</td><td>0:01.69</td><td></td><td>2</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>0:51.90</td><td>0:01.94</td><td></td><td>1</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>0:52.30</td><td>0:02.34</td><td></td><td>2</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>0:52.50</td><td>0:02.54</td><td></td><td>2</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>0:53.24</td><td>0:03.28</td><td></td><td>1</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>0:53.71</td><td>0:03.75</td><td></td><td>1</td></tr> </table> <p><table class="tab"><tr class="titl"><td colspan="7">Best split 2</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>WR</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1:09.91</td><td>0:00.00</td><td></td><td>2</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>1:10.08</td><td>0:00.17</td><td></td><td>1</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>1:10.10</td><td>0:00.19</td><td></td><td>2</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>1:10.37</td><td>0:00.46</td><td></td><td>2</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>1:10.71</td><td>0:00.80</td><td></td><td>1</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>1:10.92</td><td>0:01.01</td><td></td><td>1</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>1:10.96</td><td>0:01.05</td><td></td><td>2</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>1:11.25</td><td>0:01.34</td><td></td><td>2</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>1:11.46</td><td>0:01.55</td><td></td><td>1</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>1:12.40</td><td>0:02.49</td><td></td><td>1</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>1:12.45</td><td>0:02.54</td><td></td><td>0</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>1:13.37</td><td>0:03.46</td><td></td><td>2</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>1:13.83</td><td>0:03.92</td><td></td><td>2</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>1:14.14</td><td>0:04.23</td><td></td><td>1</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>1:14.58</td><td>0:04.67</td><td></td><td>1</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>1:15.32</td><td>0:05.41</td><td></td><td>2</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>1:15.87</td><td>0:05.96</td><td></td><td>2</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>1:18.06</td><td>0:08.15</td><td></td><td>2</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>1:20.94</td><td>0:11.03</td><td></td><td>1</td></tr> </table> <p><table class="tab"><tr class="titl"><td colspan="7">Best split 3</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>WR</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>1:00.87</td><td>0:00.00</td><td></td><td>3</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>1:01.08</td><td>0:00.21</td><td></td><td>2</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>1:01.45</td><td>0:00.58</td><td></td><td>2</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>1:01.52</td><td>0:00.65</td><td></td><td>2</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>1:01.99</td><td>0:01.12</td><td></td><td>3</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>1:02.08</td><td>0:01.21</td><td></td><td>1</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>1:02.12</td><td>0:01.25</td><td></td><td>1</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>1:02.25</td><td>0:01.38</td><td></td><td>2</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>1:02.41</td><td>0:01.54</td><td></td><td>2</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>1:02.47</td><td>0:01.60</td><td></td><td>2</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>1:02.66</td><td>0:01.79</td><td></td><td>1</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>1:03.14</td><td>0:02.27</td><td></td><td>2</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>1:03.22</td><td>0:02.35</td><td></td><td>1</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>1:03.57</td><td>0:02.70</td><td></td><td>3</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>1:04.11</td><td>0:03.24</td><td></td><td>1</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>1:04.17</td><td>0:03.30</td><td></td><td>1</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>1:04.34</td><td>0:03.47</td><td></td><td>1</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>1:05.74</td><td>0:04.87</td><td></td><td>2</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>1:06.22</td><td>0:05.35</td><td></td><td>1</td></tr> </table> </table> <p> <a name="bpl"></a><table class="tab"><tr class="titl"><td colspan="7">Best possible lap</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Time</td><td>Gap</td><td>Best lap</td><td>WR</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>3:01.20</td><td>0:00.00</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>2</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>3:01.33</td><td>0:00.13</td><td>0:00.72</td><td></td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>3:01.81</td><td>0:00.61</td><td>0:00.57</td><td></td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3:02.53</td><td>0:01.33</td><td>0:00.29</td><td></td></tr> <tr class="row"><td>5</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>3:02.73</td><td>0:01.53</td><td>0:00.16</td><td></td></tr> <tr class="row"><td>6</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>3:03.67</td><td>0:02.47</td><td>0:09.02</td><td></td></tr> <tr class="row"><td>7</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3:04.88</td><td>0:03.68</td><td>0:00.63</td><td></td></tr> <tr class="row"><td>8</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>3:05.18</td><td>0:03.98</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>9</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>3:05.20</td><td>0:04.00</td><td>0:03.59</td><td></td></tr> <tr class="row"><td>10</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>3:06.88</td><td>0:05.68</td><td>0:01.75</td><td></td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>3:07.72</td><td>0:06.52</td><td>0:02.01</td><td></td></tr> <tr class="row"><td>12</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>3:07.72</td><td>0:06.52</td><td>0:00.91</td><td></td></tr> <tr class="row"><td>13</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>3:07.88</td><td>0:06.68</td><td>0:02.78</td><td></td></tr> <tr class="row"><td>14</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>3:08.16</td><td>0:06.96</td><td>0:00.35</td><td></td></tr> <tr class="row"><td>15</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>3:11.04</td><td>0:09.84</td><td>0:00.29</td><td></td></tr> <tr class="row"><td>16</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>3:11.19</td><td>0:09.99</td><td>0:00.00</td><td></td></tr> <tr class="row"><td>17</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>3:12.11</td><td>0:10.91</td><td>0:05.73</td><td></td></tr> <tr class="row"><td>18</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>3:15.88</td><td>0:14.68</td><td>0:03.58</td><td></td></tr> <tr class="row"><td>19</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>3:19.18</td><td>0:17.98</td><td>0:02.40</td><td></td></tr> </table> &nbsp;&nbsp;<font size="-2">Combined best lap time: <strong>3:00.74</strong></font> <p> <p> <a name="pit"></a><table class="tab"><tr class="titl"><td colspan="5">Pit stops</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Pit info</td><td>Stop time</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td style="text-align:left">Lap 1: Stop, Mechanical Damage, Body Damage, Refuel, Start (0:39.72)</td><td>0:39.72</td></tr> </table> <p> <a name="pen"></a><table class="tab"><tr class="titl"><td colspan="5">Penalties</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Penalty info</td><td>Penalties</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td style="text-align:left">Lap 1: 30 seconds<BR></td><td>1</td></tr> </table> <p> <a name="bfl"></a><table class="tab"><tr class="titl"><td colspan="4">Blue flags shown</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Flags</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>3</td></tr> </table> <p> <a name="yfl"></a><table class="tab"><tr class="titl"><td colspan="4">Yellow flags caused</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Flags</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">[Y.S.R]SHOH1</td><td style="text-align:left">SHOH1TAKA</td><td>11</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">slip@jp</td><td style="text-align:left">slipknot0079</td><td>9</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">umebosi japan</td><td style="text-align:left">tukasa</td><td>6</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">MAXI</td><td style="text-align:left">s_maxi</td><td>6</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">Horci [ART]</td><td style="text-align:left">horci</td><td>6</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">Orider@JP (G25)</td><td style="text-align:left">Orider</td><td>5</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">y-kaku</td><td style="text-align:left">y-kaku</td><td>5</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">Naminori555</td><td style="text-align:left">naminori</td><td>4</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">[Y.S.R]Kenta</td><td style="text-align:left">kenta_955</td><td>4</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT</td><td style="text-align:left">olvelight</td><td>3</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">[C.C.R.F.]takaryo</td><td style="text-align:left">takaryo</td><td>3</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">[C.C.R.F.]AE100</td><td style="text-align:left">ae100</td><td>3</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[C.C.R.F.]Aquarius</td><td style="text-align:left">sam92jp</td><td>2</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">[RFR]-Mullog</td><td style="text-align:left">mullog</td><td>2</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">yamat</td><td style="text-align:left">yamakawa</td><td>2</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">Y.GOD </td><td style="text-align:left">Y.GOD</td><td>2</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">srk.pl WooYeK</td><td style="text-align:left">WooYeK_Pl</td><td>2</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">[C.C.R.F.]imark</td><td style="text-align:left">imarksystem</td><td>1</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">HighBridge</td><td style="text-align:left">highbridge</td><td>1</td></tr> </table> <a name="top"></a><table class="tab"><tr class="titl"><td colspan="6">Top Speed, kph</td></tr> <tr class="titl2"><td>P</td><td colspan="2">Racer</td><td>Speed</td><td>Gap</td><td>Lap</td></tr> <tr class="row"><td>1</td><td style="text-align:left;">y-kaku&nbsp;</td><td style="text-align:left">y-kaku</td><td>205.35</td><td>0.00</td><td>3</td></tr> <tr class="row"><td>2</td><td style="text-align:left;">[Y.S.R]Kenta&nbsp;</td><td style="text-align:left">kenta_955</td><td>204.25</td><td>1.10</td><td>2</td></tr> <tr class="row"><td>3</td><td style="text-align:left;">[C.C.R.F.]AE100&nbsp;</td><td style="text-align:left">ae100</td><td>203.88</td><td>1.46</td><td>2</td></tr> <tr class="row"><td>4</td><td style="text-align:left;">[C.C.R.F.]Aquarius&nbsp;</td><td style="text-align:left">sam92jp</td><td>203.77</td><td>1.57</td><td>3</td></tr> <tr class="row"><td>5</td><td style="text-align:left;">[RFR]-Mullog&nbsp;</td><td style="text-align:left">mullog</td><td>203.61</td><td>1.74</td><td>2</td></tr> <tr class="row"><td>6</td><td style="text-align:left;">yamat&nbsp;</td><td style="text-align:left">yamakawa</td><td>203.43</td><td>1.91</td><td>3</td></tr> <tr class="row"><td>7</td><td style="text-align:left;">MAXI&nbsp;</td><td style="text-align:left">s_maxi</td><td>203.29</td><td>2.05</td><td>3</td></tr> <tr class="row"><td>8</td><td style="text-align:left;">HighBridge&nbsp;</td><td style="text-align:left">highbridge</td><td>203.19</td><td>2.15</td><td>3</td></tr> <tr class="row"><td>9</td><td style="text-align:left;">srk.pl WooYeK&nbsp;</td><td style="text-align:left">WooYeK_Pl</td><td>203.18</td><td>2.16</td><td>2</td></tr> <tr class="row"><td>10</td><td style="text-align:left;">Naminori555&nbsp;</td><td style="text-align:left">naminori</td><td>203.15</td><td>2.20</td><td>3</td></tr> <tr class="row"><td>11</td><td style="text-align:left;">Orider@JP (G25)&nbsp;</td><td style="text-align:left">Orider</td><td>203.03</td><td>2.32</td><td>2</td></tr> <tr class="row"><td>12</td><td style="text-align:left;">Horci [ART]&nbsp;</td><td style="text-align:left">horci</td><td>202.91</td><td>2.44</td><td>3</td></tr> <tr class="row"><td>13</td><td style="text-align:left;">[C.C.R.F.]takaryo&nbsp;</td><td style="text-align:left">takaryo</td><td>202.87</td><td>2.47</td><td>2</td></tr> <tr class="row"><td>14</td><td style="text-align:left;">slip@jp&nbsp;</td><td style="text-align:left">slipknot0079</td><td>202.51</td><td>2.83</td><td>3</td></tr> <tr class="row"><td>15</td><td style="text-align:left;">Y.GOD &nbsp;</td><td style="text-align:left">Y.GOD</td><td>202.27</td><td>3.08</td><td>3</td></tr> <tr class="row"><td>16</td><td style="text-align:left;">[C.C.R.F.]imark&nbsp;</td><td style="text-align:left">imarksystem</td><td>201.95</td><td>3.39</td><td>3</td></tr> <tr class="row"><td>17</td><td style="text-align:left;">[Y.S.R]SHOH1&nbsp;</td><td style="text-align:left">SHOH1TAKA</td><td>201.61</td><td>3.74</td><td>1</td></tr> <tr class="row"><td>18</td><td style="text-align:left;">[C.C.R.F.]OLVELIGHT&nbsp;</td><td style="text-align:left">olvelight</td><td>201.17</td><td>4.17</td><td>2</td></tr> <tr class="row"><td>19</td><td style="text-align:left;">umebosi japan&nbsp;</td><td style="text-align:left">tukasa</td><td>200.59</td><td>4.76</td><td>1</td></tr> <tr class="row"><td>20</td><td style="text-align:left;">MCz Radek Müller&nbsp;</td><td style="text-align:left">Radek44</td><td>36.18</td><td>169.17</td><td>1</td></tr> </table> <p><a name="lbl"><img alt="Lap by lap graph" title="Lap by lap graph" src="graph/2008-02-23_00.30.33_lbl.png"></a> <p><a name="rpr"><img alt="Race progress graph" title="Race progress graph" src="graph/2008-02-23_00.30.33_rpr.png"></a> </body> </html> 197ef5172bc0d8499e88efea5fa967276da9adfc 1857 1856 2008-02-22T17:48:12Z Y.GOD 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 1858 1857 2008-02-22T17:50:31Z Y.GOD 7 wikitext text/x-wiki Race results > P Racer Plate Car Race time Best lap WR Laps Pits Flags Penalty 1 Y.GOD Y.GOD LX4 3:08.82 3:08.82 1 0 Clutch CustomView 2 [C.C.R.F.]Aquarius sam92jp #007 LX4 +0:02.50 3:11.32 1 0 Clutch Mouse 3 [C.C.R.F.]imark imarksystem #001 LX4 +0:03.61 3:12.43 1 0 Shifter Throttle 4 umebosi japan tukasa japannnn LX4 +0:14.28 3:23.10 1 0 Clutch 5 yamat yamakawa Break! LX4 +0:14.71 3:23.53 1 0 Clutch CustomView 6 [C.C.R.F.]takaryo takaryo #006 LX4 +0:14.82 3:23.64 1 0 Clutch CustomView 7 [C.C.R.F.]AE100 ae100 #100 LX4 +0:17.20 3:26.02 1 0 Clutch Mouse 8 [C.C.R.F.]OLVELIGHT olvelight FLAME LX4 +0:26.80 3:35.62 1 0 Clutch 9 [Y.S.R]Kenta kenta_955 25-25 LX4 +0:28.68 3:37.50 1 0 Clutch Mouse 10 jager17 jager0017 jager17 LX4 +0:41.39 3:50.21 1 0 Shifter Brake Throttle 11 [ЯM] R°azor christopherpeichl マazor LX4 +0:46.54 3:55.36 1 0 Clutch 12 slip@jp slipknot0079 LX4 +0:46.90 3:55.72 1 0 13 Orider@JP (G25) Orider Patrol LX4 +0:50.22 3:59.04 1 0 Shifter Throttle 14 [Y.S.R]SHOH1 SHOH1TAKA SAYAKA LX4 +1:04.99 4:13.81 1 0 Shifter Throttle 15 ?.Fat Mike towneyfish LX4 DNF 0:00.00 0 0 Gears Clutch 16 Voodoo stoner1337 voodoo LX4 DNF 0:00.00 0 0 Gears Brake Clutch Mouse 17 srk.pl WooYeK WooYeK_Pl FeeLmE LX4 DNF 0:00.00 0 0 Throttle e0ca3d6a446a15c0bb041e8263116ec68f42718b 1859 1858 2008-02-22T17:50:47Z Y.GOD 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 リンク 0 1424 1863 1811 2008-03-14T10:45:53Z tukasa 32 /* セットアップ */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 [http://lfsjunky.blog118.fc2.com/ LFS専門店] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] http://liveforspeed.rakurakuhp.net/ == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 879455eb0399ee599dac2383353216b3131628fd 1864 1863 2008-03-14T10:46:52Z tukasa 32 /* セットアップ */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 [http://lfsjunky.blog118.fc2.com/ LFS専門店] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 59d3d3fd3ee1b7af8a7b061128f6d475fb669250 1865 1864 2008-03-14T10:48:26Z tukasa 32 wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 [http://lfsjunky.blog118.fc2.com/ LFS専門店] ==日本サイト== http://liveforspeed.rakurakuhp.net/U&GJAPAN == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 9dd896f934f96f5babdcac3b8e85d65e079498eb 1866 1865 2008-03-14T10:49:10Z tukasa 32 wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 [http://lfsjunky.blog118.fc2.com/ LFS専門店] ==日本チームサイト== http://liveforspeed.rakurakuhp.net/ U&GJAPAN == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 0bcff5fd8c13ec3fd305bf1077d3656f583aebfb 1867 1866 2008-03-14T10:49:41Z tukasa 32 /* 日本チームサイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 [http://lfsjunky.blog118.fc2.com/ LFS専門店] ==日本チームサイト== http://liveforspeed.rakurakuhp.net/ U&GJAPAN == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 b9f65bbb257366a099b0707066490831aaf7b4ca はじめに 0 1410 1868 1829 2008-03-19T12:21:21Z tukasa 32 /* 重度損傷車のドライビングに関する規則 */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 == オンラインレースをプレイするにあたって。CRCとは? == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' 挨拶はきちんとしましょう例:hi/byeなど。 フラッグの意味 ・イエローフラッグ:前方に事故車、若しくは低速車がいる。注意せよ。 ・ブルーフラッグ:自分が周回遅れで、後方から快速車あり。ラインを直ちに空けよ。譲れ。 そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: すべての必要な注意、危険最小化、およびいかなる他の車も妨げない責任を払うために、完全にひどく傷つけられた車のドライバーの上に重荷はあります。 ひどく傷つけられた車には、他の車の上のいかなるどんな権利もありません。 この規則の目的のためのひどく傷つけられた車はいかなる理由でも正常動作期待の下で実質的に働いている車を意味します。 それは事実上感動的な障害を構成します。 それは、損害が、車のある種の機械的な折損か失敗であるかもしれません入力制御装置の故障、または何でもであるかもしれません。 あなたには、ひどく傷つけられた車を運転している間、事故を引き起こすと、ディフェンスが全くないでしょう。 完全に彼らが、彼らの車の状態による他のものへの事故のリスクが十分高いと信じているなら評価する彼らが退任するべきであるドライバーの上に重荷が続くよりむしろあります。 彼らが、続くのを選ぶなら、彼らがそれらの車の状態による事故を引き起こすなら厳しい刑罰を受けるというリスクは完全に彼等のものです。 ひどく傷つけられた車を運転している間、いつでも本題を外れるのに「道への帰り」であることの次に後の規則を追い立てる、下に、適用してください。 === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] fe5471460c839ababc305dda504bbe955d6c034d 1869 1868 2008-03-19T12:22:07Z tukasa 32 /* コーナーの権利に関する規則 */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 == オンラインレースをプレイするにあたって。CRCとは? == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' 挨拶はきちんとしましょう例:hi/byeなど。 フラッグの意味 ・イエローフラッグ:前方に事故車、若しくは低速車がいる。注意せよ。 ・ブルーフラッグ:自分が周回遅れで、後方から快速車あり。ラインを直ちに空けよ。譲れ。 そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: 権利があるそれらの内部で追い立てるか、または彼らがあなたの余地の中に残すと予想する角の適切な回転に達する前にあなたは先で車とのかなりのオーバラップを確立しなければなりません。 かなりのオーバラップが、あなたの車の態度が中でドライバーの位置を言うために少なくとも、上がっているのを意味する、前方に、車、--それは少なくともそうです。 あなたには、いくつかの事情での、より多くのオーバラップがたぶんあるべきです。 前方に、ドライバー、彼が床に入る前にどんなかなりのオーバラップもなかったなら、少しも干渉なしで彼らの選択のレース線に完全に心がけるべきである権利を持っています。 CR-2: 十分なオーバラップが適切な回転の前に確立されるなら、背中ドライバーは十分なサイドスペースに権利があります。 そして、先では、ドライバーは背中ドライバーの十分なサイド余地を残さなければなりません。 CR-2A: 外部の車には、8211が外で角と#を通るいっぱいに同居する権利があります; ちょうど出口まで、指してください。 出口ポイントに向かった外部に対してそれらを絞るべきではありません。 CR-2B: 内部の車は余地にちょうど出口ポイントまで角を通るいっぱいに権利があります。 頂点領域に向かった内部に対してそれらを絞るべきではありません。 前方に、ドライバーは、もちろんまだ位置を得るために戦うことができますが、背中ドライバーのサイド部屋を維持している間そうしなければなりません。 行く習慣が内部を上げる、前方に、車、彼らが既にあったところに床に入った後に、時々適切な回転がはしけと呼ばれた通過することであることの前にいいえがかなりのオーバラップを確立した、(すなわち、あなたはやり方を過ぎてはしけで運びます。) はしけの通過があなたと他のものの両方のための高いリスク操縦であることを理解してください。 あなたには、はしけのパサーとしてのいかなるどんな権利もありません。 操縦を通過するはしけからの事故を引き起こすと、異議を申し立てられると、あなたは無防備な立場にいるでしょうか? CR-3: どこ、前方に、ドライバー、明確に、どんな先在のオーバラップもあったかどうかにかかわらずドライバーの後ろのaが当然の警告と注意でそれらの位置を攻撃するかもしれないのを一時的な移動に保証することができるくらいの誤りをしたか。 例えば - 先では、ドライバーは、あまりに遅く、ブレーキをかけて、頂点で広い状態でゆっくり動いて、次に、速度などを減少させなければなりません。 オーバラップを先在させるのがあったかどうかにかかわらずこれは有効な一時的な機会でしょう。 しかしながら、まだ、接触を避けるためにすべての必要な注意を払うために、追いついているドライバーの上にかなりの責任があります。 小さい誤り、先では、ドライバーはしかしながら、攻撃の一時的な移動を正当化するとは十分でないかもしれません。 まさしく、前方に、ドライバー、得る、時には形が崩れているしばらくは彼らのそばを明白な状態で通る自動右か同居する右をあなたに与えません。 あなたは、彼らの誤りが安全なパスが行われることができるくらいの機会を提供するかどうかまだ判断しなければなりません。 CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: すべての必要な注意、危険最小化、およびいかなる他の車も妨げない責任を払うために、完全にひどく傷つけられた車のドライバーの上に重荷はあります。 ひどく傷つけられた車には、他の車の上のいかなるどんな権利もありません。 この規則の目的のためのひどく傷つけられた車はいかなる理由でも正常動作期待の下で実質的に働いている車を意味します。 それは事実上感動的な障害を構成します。 それは、損害が、車のある種の機械的な折損か失敗であるかもしれません入力制御装置の故障、または何でもであるかもしれません。 あなたには、ひどく傷つけられた車を運転している間、事故を引き起こすと、ディフェンスが全くないでしょう。 完全に彼らが、彼らの車の状態による他のものへの事故のリスクが十分高いと信じているなら評価する彼らが退任するべきであるドライバーの上に重荷が続くよりむしろあります。 彼らが、続くのを選ぶなら、彼らがそれらの車の状態による事故を引き起こすなら厳しい刑罰を受けるというリスクは完全に彼等のものです。 ひどく傷つけられた車を運転している間、いつでも本題を外れるのに「道への帰り」であることの次に後の規則を追い立てる、下に、適用してください。 === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] c179f1443880a4065bab6646939c5535bc625c36 1870 1869 2008-03-19T12:22:59Z tukasa 32 /* 守備的ドライビングに関する規則 */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 == オンラインレースをプレイするにあたって。CRCとは? == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' 挨拶はきちんとしましょう例:hi/byeなど。 フラッグの意味 ・イエローフラッグ:前方に事故車、若しくは低速車がいる。注意せよ。 ・ブルーフラッグ:自分が周回遅れで、後方から快速車あり。ラインを直ちに空けよ。譲れ。 そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: 権利があるそれらの内部で追い立てるか、または彼らがあなたの余地の中に残すと予想する角の適切な回転に達する前にあなたは先で車とのかなりのオーバラップを確立しなければなりません。 かなりのオーバラップが、あなたの車の態度が中でドライバーの位置を言うために少なくとも、上がっているのを意味する、前方に、車、--それは少なくともそうです。 あなたには、いくつかの事情での、より多くのオーバラップがたぶんあるべきです。 前方に、ドライバー、彼が床に入る前にどんなかなりのオーバラップもなかったなら、少しも干渉なしで彼らの選択のレース線に完全に心がけるべきである権利を持っています。 CR-2: 十分なオーバラップが適切な回転の前に確立されるなら、背中ドライバーは十分なサイドスペースに権利があります。 そして、先では、ドライバーは背中ドライバーの十分なサイド余地を残さなければなりません。 CR-2A: 外部の車には、8211が外で角と#を通るいっぱいに同居する権利があります; ちょうど出口まで、指してください。 出口ポイントに向かった外部に対してそれらを絞るべきではありません。 CR-2B: 内部の車は余地にちょうど出口ポイントまで角を通るいっぱいに権利があります。 頂点領域に向かった内部に対してそれらを絞るべきではありません。 前方に、ドライバーは、もちろんまだ位置を得るために戦うことができますが、背中ドライバーのサイド部屋を維持している間そうしなければなりません。 行く習慣が内部を上げる、前方に、車、彼らが既にあったところに床に入った後に、時々適切な回転がはしけと呼ばれた通過することであることの前にいいえがかなりのオーバラップを確立した、(すなわち、あなたはやり方を過ぎてはしけで運びます。) はしけの通過があなたと他のものの両方のための高いリスク操縦であることを理解してください。 あなたには、はしけのパサーとしてのいかなるどんな権利もありません。 操縦を通過するはしけからの事故を引き起こすと、異議を申し立てられると、あなたは無防備な立場にいるでしょうか? CR-3: どこ、前方に、ドライバー、明確に、どんな先在のオーバラップもあったかどうかにかかわらずドライバーの後ろのaが当然の警告と注意でそれらの位置を攻撃するかもしれないのを一時的な移動に保証することができるくらいの誤りをしたか。 例えば - 先では、ドライバーは、あまりに遅く、ブレーキをかけて、頂点で広い状態でゆっくり動いて、次に、速度などを減少させなければなりません。 オーバラップを先在させるのがあったかどうかにかかわらずこれは有効な一時的な機会でしょう。 しかしながら、まだ、接触を避けるためにすべての必要な注意を払うために、追いついているドライバーの上にかなりの責任があります。 小さい誤り、先では、ドライバーはしかしながら、攻撃の一時的な移動を正当化するとは十分でないかもしれません。 まさしく、前方に、ドライバー、得る、時には形が崩れているしばらくは彼らのそばを明白な状態で通る自動右か同居する右をあなたに与えません。 あなたは、彼らの誤りが安全なパスが行われることができるくらいの機会を提供するかどうかまだ判断しなければなりません。 CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: 先導車には、まっすぐaにそれら自身の線を選ぶ権利があります。 彼らで、それらの位置を保護するためにaで攻撃車を妨げるある手段がまっすぐになるかもしれません--しかし、そして、それらの位置によって影響されたままで攻撃者が残っている限り、その位置を維持しなければなりません。 そして当然、次の角に近づくとき、彼らはもちろん角のための彼らの選択のレース線に戻ることができます。 DD-2: 先導車には、角を通ってそれらの選択の線を持って行く権利があります。 E. G. 彼らはそれらの位置を保護するために角の内部でディフェンシブラインを乗り回すかもしれません、その結果、攻撃しているドライバーに外部を回させようとします。 これは、ブロッキングでなく、正常なレースエチケットの一部です。 DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: すべての必要な注意、危険最小化、およびいかなる他の車も妨げない責任を払うために、完全にひどく傷つけられた車のドライバーの上に重荷はあります。 ひどく傷つけられた車には、他の車の上のいかなるどんな権利もありません。 この規則の目的のためのひどく傷つけられた車はいかなる理由でも正常動作期待の下で実質的に働いている車を意味します。 それは事実上感動的な障害を構成します。 それは、損害が、車のある種の機械的な折損か失敗であるかもしれません入力制御装置の故障、または何でもであるかもしれません。 あなたには、ひどく傷つけられた車を運転している間、事故を引き起こすと、ディフェンスが全くないでしょう。 完全に彼らが、彼らの車の状態による他のものへの事故のリスクが十分高いと信じているなら評価する彼らが退任するべきであるドライバーの上に重荷が続くよりむしろあります。 彼らが、続くのを選ぶなら、彼らがそれらの車の状態による事故を引き起こすなら厳しい刑罰を受けるというリスクは完全に彼等のものです。 ひどく傷つけられた車を運転している間、いつでも本題を外れるのに「道への帰り」であることの次に後の規則を追い立てる、下に、適用してください。 === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 54e4c404cb7211094cc492c39a8abc2c8f8f058d トーク:初期化 1 1430 1871 1678 2008-05-02T14:54:53Z dankitk 37 大幅に変更するのでおことわりを。 wikitext text/x-wiki English版のwikiにログインして、編集(Edit)でソースが見れますので、 それを参考に出来ますよ なるほど!って此処に書いてええのかな?? あーんどソース見ても、、、汗 ともかく皆様編集ありがとうございます ---- すいません、英語版の内容変更に追随してない? みたいなんで、勝手にいじっちゃいます。 以前翻訳されたかたの用語も尊重しつつ、英語版を尊重する方針で。 5e4d650229c914ecad5d73ab6a151ee3c33cf4cb 1894 1871 2008-05-04T03:59:14Z dankitk 37 ページ [[ノート:基本セッティング・ガイド]] を [[ノート:基本セットアップ・ガイド]] へ移動: 英語版の直訳に変更 wikitext text/x-wiki English版のwikiにログインして、編集(Edit)でソースが見れますので、 それを参考に出来ますよ なるほど!って此処に書いてええのかな?? あーんどソース見ても、、、汗 ともかく皆様編集ありがとうございます ---- すいません、英語版の内容変更に追随してない? みたいなんで、勝手にいじっちゃいます。 以前翻訳されたかたの用語も尊重しつつ、英語版を尊重する方針で。 5e4d650229c914ecad5d73ab6a151ee3c33cf4cb 初期化 0 1453 1873 2008-05-02T14:55:56Z dankitk 37 ページ [[基本セッティング・ガイド]] を [[基本セッティング・ガイド(旧)]] へ移動: 英語版の内容変更に追随してない? みたいなんで、勝手にいじっちゃいます。 wikitext text/x-wiki #REDIRECT [[基本セッティング・ガイド(旧)]] 4866c47306f21ab656dc3bb8752d0a8f4c613284 1874 1873 2008-05-02T15:42:54Z dankitk 37 英語版に追随 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] The problems most people have is to adjust their present setup to something that suits there driving style. If you have a set that you feel is fast, but just don’t know how to tune it to make it even better. Welcome to the introduction to setups. This guide will help you understand the basics of setup construction and setup development. == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == Development process from scratch == Now we know the basics of the car. We must now learn how to use this information effectively. Most race engineers in the real world have their own model of a test day or test session. I will teach you the basics of mine. It may not suit everyone, but it will give you a platform to work from and may help you to develop something of your own. The biggest difference is that in sim-racing you have no budget to keep to. I will however run this as a real world example but adopt it to the "Live For Speed" platform. This part will assume you can drive two laps without crashing. ==== Track day ==== [[image:Moby4.jpg|thumb]] Out on the track for the first day. You must have certain elements under control. The setup must be looked at roughly. If you are totally blank on information for the vehicle, just set everything with suspension, steering, aerodynamics and differential at medium. Is it a fast track or slow track? That decides what to start with in the gearbox. Amount of laps you think you will run and then fill the gas tank accordingly. ===== ステップ ===== # Prepare. When out on the first lap I always turn on the tire temperature screen(F9). Here you can see the different temps of the tires. Blue means they are cold. Now always allow the first lap to heat up the tires, any feedback you get from cold tires is useless. Green means they are coming into optimum range. Red means they are getting too hot and black means you have a puncture. # Test properly. Now you should be on your second lap. Tires should show green. After the first lap you should have a rough feel for the car. Testing properly means you run at race tempo. Going slower will not result in correct tire data or balance, going faster means you will end up in a wall. During the second lap you make mental notes of each corner. Noting balance, brakes and revs thru the corners. # Data handling. Coming in on third lap you have two choices. ## Go on to drive until you have mental notes of all corners. ## Stop, check temperatures and make notes of them. Correct camber according to (1.2.3). A constant eye on tires and temp. are a must during all testing, you should always make sure you have optimum camber. Doing a qualification setup can mean running more camber than usual. ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] <br><br>[[基本セッティング・ガイド(旧)]] baa5b24a7d4e258b579f71a41cd24cc86dc5a093 1875 1874 2008-05-02T15:52:28Z dankitk 37 まえがきの翻訳 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていて、しかしそれをより良くチューンする方法を知らないだけならば、 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == Development process from scratch == Now we know the basics of the car. We must now learn how to use this information effectively. Most race engineers in the real world have their own model of a test day or test session. I will teach you the basics of mine. It may not suit everyone, but it will give you a platform to work from and may help you to develop something of your own. The biggest difference is that in sim-racing you have no budget to keep to. I will however run this as a real world example but adopt it to the "Live For Speed" platform. This part will assume you can drive two laps without crashing. ==== Track day ==== [[image:Moby4.jpg|thumb]] Out on the track for the first day. You must have certain elements under control. The setup must be looked at roughly. If you are totally blank on information for the vehicle, just set everything with suspension, steering, aerodynamics and differential at medium. Is it a fast track or slow track? That decides what to start with in the gearbox. Amount of laps you think you will run and then fill the gas tank accordingly. ===== ステップ ===== # Prepare. When out on the first lap I always turn on the tire temperature screen(F9). Here you can see the different temps of the tires. Blue means they are cold. Now always allow the first lap to heat up the tires, any feedback you get from cold tires is useless. Green means they are coming into optimum range. Red means they are getting too hot and black means you have a puncture. # Test properly. Now you should be on your second lap. Tires should show green. After the first lap you should have a rough feel for the car. Testing properly means you run at race tempo. Going slower will not result in correct tire data or balance, going faster means you will end up in a wall. During the second lap you make mental notes of each corner. Noting balance, brakes and revs thru the corners. # Data handling. Coming in on third lap you have two choices. ## Go on to drive until you have mental notes of all corners. ## Stop, check temperatures and make notes of them. Correct camber according to (1.2.3). A constant eye on tires and temp. are a must during all testing, you should always make sure you have optimum camber. Doing a qualification setup can mean running more camber than usual. ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] <br><br>[[基本セッティング・ガイド(旧)]] ad556dc609cf64540da190a66d08140a577736c8 1876 1875 2008-05-02T15:56:15Z dankitk 37 冒頭部、第2文を修正。 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == Development process from scratch == Now we know the basics of the car. We must now learn how to use this information effectively. Most race engineers in the real world have their own model of a test day or test session. I will teach you the basics of mine. It may not suit everyone, but it will give you a platform to work from and may help you to develop something of your own. The biggest difference is that in sim-racing you have no budget to keep to. I will however run this as a real world example but adopt it to the "Live For Speed" platform. This part will assume you can drive two laps without crashing. ==== Track day ==== [[image:Moby4.jpg|thumb]] Out on the track for the first day. You must have certain elements under control. The setup must be looked at roughly. If you are totally blank on information for the vehicle, just set everything with suspension, steering, aerodynamics and differential at medium. Is it a fast track or slow track? That decides what to start with in the gearbox. Amount of laps you think you will run and then fill the gas tank accordingly. ===== ステップ ===== # Prepare. When out on the first lap I always turn on the tire temperature screen(F9). Here you can see the different temps of the tires. Blue means they are cold. Now always allow the first lap to heat up the tires, any feedback you get from cold tires is useless. Green means they are coming into optimum range. Red means they are getting too hot and black means you have a puncture. # Test properly. Now you should be on your second lap. Tires should show green. After the first lap you should have a rough feel for the car. Testing properly means you run at race tempo. Going slower will not result in correct tire data or balance, going faster means you will end up in a wall. During the second lap you make mental notes of each corner. Noting balance, brakes and revs thru the corners. # Data handling. Coming in on third lap you have two choices. ## Go on to drive until you have mental notes of all corners. ## Stop, check temperatures and make notes of them. Correct camber according to (1.2.3). A constant eye on tires and temp. are a must during all testing, you should always make sure you have optimum camber. Doing a qualification setup can mean running more camber than usual. ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] <br><br>[[基本セッティング・ガイド(旧)]] 1b039e636c37311e2b9fb893350153d8c4cd5f6e 1892 1876 2008-05-04T03:59:13Z dankitk 37 ページ [[基本セッティング・ガイド]] を [[基本セットアップ・ガイド]] へ移動: 英語版の直訳に変更 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == Development process from scratch == Now we know the basics of the car. We must now learn how to use this information effectively. Most race engineers in the real world have their own model of a test day or test session. I will teach you the basics of mine. It may not suit everyone, but it will give you a platform to work from and may help you to develop something of your own. The biggest difference is that in sim-racing you have no budget to keep to. I will however run this as a real world example but adopt it to the "Live For Speed" platform. This part will assume you can drive two laps without crashing. ==== Track day ==== [[image:Moby4.jpg|thumb]] Out on the track for the first day. You must have certain elements under control. The setup must be looked at roughly. If you are totally blank on information for the vehicle, just set everything with suspension, steering, aerodynamics and differential at medium. Is it a fast track or slow track? That decides what to start with in the gearbox. Amount of laps you think you will run and then fill the gas tank accordingly. ===== ステップ ===== # Prepare. When out on the first lap I always turn on the tire temperature screen(F9). Here you can see the different temps of the tires. Blue means they are cold. Now always allow the first lap to heat up the tires, any feedback you get from cold tires is useless. Green means they are coming into optimum range. Red means they are getting too hot and black means you have a puncture. # Test properly. Now you should be on your second lap. Tires should show green. After the first lap you should have a rough feel for the car. Testing properly means you run at race tempo. Going slower will not result in correct tire data or balance, going faster means you will end up in a wall. During the second lap you make mental notes of each corner. Noting balance, brakes and revs thru the corners. # Data handling. Coming in on third lap you have two choices. ## Go on to drive until you have mental notes of all corners. ## Stop, check temperatures and make notes of them. Correct camber according to (1.2.3). A constant eye on tires and temp. are a must during all testing, you should always make sure you have optimum camber. Doing a qualification setup can mean running more camber than usual. ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] <br><br>[[基本セッティング・ガイド(旧)]] 1b039e636c37311e2b9fb893350153d8c4cd5f6e 1899 1892 2008-05-04T04:03:26Z dankitk 37 英語版へのリンクを追加 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == Development process from scratch == Now we know the basics of the car. We must now learn how to use this information effectively. Most race engineers in the real world have their own model of a test day or test session. I will teach you the basics of mine. It may not suit everyone, but it will give you a platform to work from and may help you to develop something of your own. The biggest difference is that in sim-racing you have no budget to keep to. I will however run this as a real world example but adopt it to the "Live For Speed" platform. This part will assume you can drive two laps without crashing. ==== Track day ==== [[image:Moby4.jpg|thumb]] Out on the track for the first day. You must have certain elements under control. The setup must be looked at roughly. If you are totally blank on information for the vehicle, just set everything with suspension, steering, aerodynamics and differential at medium. Is it a fast track or slow track? That decides what to start with in the gearbox. Amount of laps you think you will run and then fill the gas tank accordingly. ===== ステップ ===== # Prepare. When out on the first lap I always turn on the tire temperature screen(F9). Here you can see the different temps of the tires. Blue means they are cold. Now always allow the first lap to heat up the tires, any feedback you get from cold tires is useless. Green means they are coming into optimum range. Red means they are getting too hot and black means you have a puncture. # Test properly. Now you should be on your second lap. Tires should show green. After the first lap you should have a rough feel for the car. Testing properly means you run at race tempo. Going slower will not result in correct tire data or balance, going faster means you will end up in a wall. During the second lap you make mental notes of each corner. Noting balance, brakes and revs thru the corners. # Data handling. Coming in on third lap you have two choices. ## Go on to drive until you have mental notes of all corners. ## Stop, check temperatures and make notes of them. Correct camber according to (1.2.3). A constant eye on tires and temp. are a must during all testing, you should always make sure you have optimum camber. Doing a qualification setup can mean running more camber than usual. ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] f91fd6734a61dfa822293cf9f2fddc32f648ed26 メインページ 0 1 1877 1851 2008-05-03T02:24:41Z dankitk 37 日本オリジナルコンテンツを後に wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[画面表示]] #[[ゲーム・モード]] #[[オプション]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #[[基本セッティング・ガイド]] #[[応用セッティング・ガイド]] #[[テクニカル・リファレンス]] #[[Autocross]] #[[テレメトリー]] #[[サードパーティー・ツール]] #[[その他]] #[[スキン作成 チュートリアル]] #[[ムービー作成 チュートリアル]] #[[3Dレンダリング チュートリアル]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #[[InSim チュートリアル]] #[[LFSについて]] #[[LFS World]] #[[ファイル・フォーマット]] #[[ハードウェア]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[リンク]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] c13ebb6e3b724def49f5bce8f561cf85fc29563d 1878 1877 2008-05-04T03:22:01Z dankitk 37 /* 目次 */ 英語版の構成に追随 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] Clean Racers Club Rulesへ分割予定 #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] カメラ・ビューへ分割予定 #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] 基本と応用へ分割予定 #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[Clean Racers Club Rules]] #[[ガイド]] #*[[基本セッティング・ガイド]] #*[[応用セッティング・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #付加ツール #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #その他 #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 4d61b1f68c9bd0b63590d35d67e356bbe6d5958f 1889 1878 2008-05-04T03:53:11Z dankitk 37 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] Clean Racers Club Rulesへ分割予定 #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] カメラ・ビューへ分割予定 #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] 基本と応用へ分割予定 #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[Clean Racers Club Rules]] #[[ガイド]] #*[[基本セッティング・ガイド]] #*[[応用セッティング・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #その他 #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 47fcda01573b6df02970a127f8d6d3a415d88984 1898 1889 2008-05-04T04:00:53Z dankitk 37 /* 目次 */ セッティング・ガイド→セットアップ・ガイド wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] Clean Racers Club Rulesへ分割予定 #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] カメラ・ビューへ分割予定 #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] 基本と応用へ分割予定 #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[Clean Racers Club Rules]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #その他 #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 1fdd639a69d9023fd245f0116fc74e87904204cd 1901 1898 2008-05-04T04:16:17Z dankitk 37 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] Clean Racers Club Rulesへ分割予定 #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] カメラ・ビューへ分割予定 #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] 基本と応用へ分割予定 #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[Clean Racers Club Rules]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 1852762c63a6edfc34bcddc20d5b4e8f0a4475b3 テクニカルリファレンス 0 1454 1879 2008-05-04T03:31:37Z dankitk 37 wikitext text/x-wiki == Mechanics of Steering and Suspension == === Steering Geometry === “Front-end alignment” refers to the relationship between the wheels of the vehicle and its suspension and steering. These relationships are calculated using angles known as steering geometry. These angles are camber, caster, kingpin inclination; The following paragraphs cover the definitions of these angles and their effects. === Camber Angle === [[image:Camber.gif|thumb|Camber Angle]] As viewed from the front of the vehicle, the camber angle is the degree to which the wheel tilts inward or outward It is measured in degrees and changes with the load of the vehicle and suspension movement. Positive camber is the outward tilt of the top of the wheel, and negative camber is the inward tilt. It is shown by a line drawn through the centre of the wheel and a second line drawn straight up and down. They should intersect where the tyre meets the road. Camber is a directional control angle and a tyre wearing angle. Originally, roads were built with high crowns; that is, they were high in the middle and sloped downward to the sides. A large amount of positive wheel camber was needed for the tyre to contact the road squarely. If the tyre does not set squarely on the road, it will wear on one side and will not get a good grip for positive steering control. Modern roads, however, are made flat with very little crown, so less camber is needed for this reason. Even with flat roads, some camber is generally desirable, because it moves the point of contact between the tyre and the road more directly under and closer to, the steering knuckle pivot. This makes the wheels easier to pivot and reduces the amount of road shock sent to the vehicle suspension and steering linkage when the wheels hit bumps. It also places most of the load on the larger inner wheel bearing. To avoid some bad effects, the amount of camber must be carefully considered when a vehicle is designed. If you have ever rolled a tyre by hand, you soon learned that you did not have to turn the tyre in order to turn a corner. All you had to do was tilt (camber) the tyre to one side, and it rolled around the corner like a cone. Figure below shows us “positive camber” At the left you can see the vertical centreline of the car, The wheel leans out a few degrees from the vertical centreline of the wheel. If the wheel leans inward from the vertical it’s called “Negative camber”. Positive camber compensates for the weight of the car. When the car begins to move forward, the weight of the vehicle pulls the wheels into perfect vertical position. If you adjust the alignment with negative camber the wheels would be pulled in even further towards the vehicle. === Caster Angle === When viewed from the side of the wheel, the caster angle is the degree to which the kingpin or ball joint tilts forward or rearward in relation to the frame Like the camber angle, the caster angle is also measured in degrees. It is shown by a line drawn straight up and down, as in the figure and then a second line drawn through the centre of the kingpin or pivot points. The caster angle is the angle formed at the point where the two lines cross, as viewed from the side of the vehicle. A good example of caster is a bicycle. The fork is tilted backward at the top. A straight line drawn down through the front-wheel pivot or kingpin would strike the ground ahead of the point where the tyre contacts the road. A wheel mounted in this fashion is said to have positive (+) caster or “just” caster. If the top of the kingpin is tilted forward so that a straight line drawn through it hits behind the point where the tyre contacts the ground, the wheel is said to have negative (–) caster. On a vehicle with axle suspension, caster is obtained by the axle being mounted so that the top of the steering knuckle or kingpin is tilted to the rear. On a vehicle with independent suspension, the upper pivot point (ball joint) is set to the rear of the lower pivot point. Caster is a directional control angle, but not a tyre wearing angle. Positive caster causes the vehicle to steer in the direction in which it is moving. This is called an automatic steering effect; for instance, the forward momentum of a vehicle tends to keep wheels with positive caster in the straight-ahead position. After rounding a turn, this causes the wheels to return to a straight-ahead position when the driver releases the steering wheel. This automatic steering effect is also called self-righting or self-centring action. Positive caster makes the turning of the steering wheel more difficult, whereas negative caster turns more easily, but will cause the vehicle to wander. Caster is the tilting of the front steering axis either forward or backward from vertical as viewed from the side of the car see below. When the axis is tilted backwards from vertical, caster is said to be positive. Positive caster creates a trailing action on front wheels. When the axis is tilted forward, caster is negative, causing a leading action on front wheels. === Steering Axis Inclination === This is the geometric relationship between the Ball Joints and the wheel. Note: The lower ball joint is farther out from the centreline of the car than the upper ball joint. By drawing an imaginary line between the ball joints and measuring the angle this makes with the true centreline of the wheel, you can determine the angle of steering inclination or the angle the ball joints incline away from centre. The angle of the inclination provides a number of benefits to steering. It increases tyre life, When turning a corner it increases the rate of recovery... When the car is moving forward it makes the steering more stable, but increases the effort required to move the steering wheel. Tracking: The greatest effect steering axis inclination has on the car is tracking. This is the tendency for the car to go where the front is pointed. This is the result of what happens when the steering knuckle moves. Because of the angle of inclination, when the steering knuckle turns, it tends to lift the car. The weight of the car forces the axle (Steering knuckle) downward or back into a straight or horizontal angle. This pulls the wheel / tyre back into a line with the body of the car. The car continues the same way it was going. === Shock Absorbers === A bit of background information to help you understand what it does. Although not a spring in itself, shockies are an integral part of the spring action, damping the actions of the actual spring, shock absorbers are exactly that, they are devices designed to absorb the shock or bounce generated by bumps. They reduce the action and reactions to fewer contractions and expansions of the coil. This helps to prevent the car from “floating” or the bouncing motion after it hits a bump. If we have no shock absorbers attached to each wheel to control the compression and expansion of the coil spring, the spring would keep bouncing up and down like a rubber ball till all the energy had been dissipated. A shock absorber is filled with fluid or gas, a plunger connected to the top of the shock, is forced down when the spring compresses. Through a series of valves, the fluid in front of the plunger is forced into side chambers, slowing or damping, the return of the spring. Its this alternating up and down motion of the plunger that provides the required damping effect. === Springs === There are 4 basic types of spring systems used in modern cars: * Coil * Torsion bar * Air springs * Leaf I will only discuss coil type here as I think that is the most likely type modelled in LFS. Briefly, coil springs have been around for a long time and are the most common type of spring used today, usually prevalent in rear suspension systems. Coil springs are specially made from spring steel and heat treated to temper or add spring and strength to them. They are fitted between the frame of the car and a bracket or recess on the suspension member or part of the axle. Front wheel drive cutaway showing the coil spring supports and bump stops and other parts. === Stabilizer Bars === Or sway bars as we sometimes call them are not really springs but act as though they were springs. And help in controlling spring action. Confused? Lets look at the diagram and the explanation in more detail. Sway bars reduce body roll on cornering, perhaps it’s best to describe them as a kind of torsion bar. They reduce some of the twisting action of the frame. When the car moves down the road with the frame level, the stabilizer bar is at rest. When one side of the frame of the car rises up, like when it hits a bump, the opposite side of the frame rises also. This movement is counteracted by the stabilizer bar. The lifting force on one side cause the stabilizer to twist like a torsion bar, creating a downward force at the opposite side. This helps to keep the frame level. Okay, some of the above is confusing and misleading, I don't want to completely remove it though, so I'll just make my own explanation of how I understand a stabilizer bar to work. A stabilizer bar is a torsion bar (spring) which transfers load from one side of the vehicle to the other. For example, on entering a left-hand corner, the car will lean to the right and compress the spring on the right of the vehicle. The stabilizer bar is lifted on the right-hand side, and transfers some of this lift (depending on its stiffness) to the left-hand spring, compressing it, which acts to reduce the amount of body-roll. When travelling in a straight line, a stabilizer bar is actually useless, as a bump that only one wheel hits will transfer to the other side as well, which isn't really helpful. However, when travelling in a straight line, handling isn't a problem, so it's a small price to pay for better cornering. === IFS (Independent Front Suspension) === Control Arm or Independent Front Suspension allows the two wheels to move up and down independently of each other the diagram above shows how the wheel can move up and down yet not move the frame allowing the tyre to have a level, full contact area. This is the most common form of front suspension in modern cars and the method LFS is likely modelled upon. Solid axles are generally used in Vintage and Veteran cars and some larger trucks. The solid axle as shown in the other diagram behaves in the opposite way. I.E. When a tyre hits a bump the whole axle and the frame will lift up, Tilting the opposite wheel and allowing the tyre to lose some contact with the road surface. McPherson Strut type front suspension is a somewhat different approach using a control arm method. You will see there is no upper control arm present. Everything else is there: Spring, shock stabilizer and the torsion rod. Being lighter than a normal approach its ideal for smaller cars. With the heavy duty shock and lighter spring the upper control arm is no longer needed. == Suspension Types == === MacPherson === [[Image:Susp3.gif|MacPherson]] === Trailing Arm === [[Image:Susp2.gif|Trailing Arm]] === Double Wishbone === [[Image:Susp1.gif|Double Wishbone]] {{Guides}} <!-- links to other languages --> [[en:Technical Reference]] [[de:Technische Referenz]] 615b2f3660b0669f5cf128f2060538919608b30d オートクロスエディタ 0 1455 1880 2008-05-04T03:33:03Z dankitk 37 wikitext text/x-wiki [[Image:Autoxwiki.jpg|thumb|An autocross track at the Blackwood car park]] == Autocross Editor Instruction Manual == Note : Live for Speed must be unlocked to use the autocross editor. The autocross editor is accessed by pressing SHIFT+U inside the game. In there you can save, load and edit layouts, when you turn on the "place objects" button as you can see here: [http://upload.lfsmanual.net/wiki/Image:Autoxwiki.jpg] All the editor keys are listed on that screen. The autocross system works over the internet as well. The host can edit / load a layout while guests are connected. To make an autocross layout, you place objects and checkpoints and a start point. If you don't place a start point, then it will use the default start grid and will behave like a normal race track. In that case there will be no time penalties but you will need to place checkpoints so that laps are timed. === Placing objects === Select an object type and place an object by pressing O. you can adjust the direction (heading) of the object by using the < and > keys. If you press M with any object selected, it will move that object to the mouse position, and update it with the heading that you have set. === Placing checkpoints === You need one finish line and at least one checkpoint. In effect this defines the circuit, and also gives you split times at those points. Pressing F or 1, 2, 3 gives you a finish line or a checkpoint. You can adjust their direction and width in the same way as you do for objects, by pressing the M key. Checkpoints are invisible when driving - it is up to the person who edits the track to make sure the user drives through them, by using cones or other objects. The W and E keys can be used to set the width of a checkpoint. NOTE : direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded. A checkpoint looks like a square bracket, and you must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket. Example:[http://img133.imageshack.us/img133/2076/autoxwikicheckpointshp2.jpg] === Restricted areas and route control === In "marshall" mode you can place Marshall areas and Route checkers. Marshall areas are shown by a red circle. If a car enters one of them in single player, it will receive a 1 minute penalty.[http://img216.imageshack.us/img216/9955/autoxwikisingleplayerpejj5.jpg] In multiplayer mode, the player will be forced to spectate.[http://img216.imageshack.us/img216/1126/autoxwikimultiplayerpenum8.jpg] Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button.[http://img133.imageshack.us/img133/7427/autoxwikirouteeu1.jpg] === Controls === View control - mouse and keys - listed on screen.<br> Press V to toggle between high and low view.<br> Viewing the track - press SPACE to turn on or off all the editor buttons so you can see the track clearly. Distance measurement : Press D to activate the measuring tool. {{Guides}} <!-- links to other languages --> [[en:Autocross]] [[de:Autocross Editor]] b48e5bde437fe3c83f253641bf81e38710fd2a3f 1882 1880 2008-05-04T03:35:37Z dankitk 37 wikitext text/x-wiki [[Image:Autoxwiki.jpg|thumb|An autocross track at the Blackwood car park]] == Autocross Editor Instruction Manual == Note : Live for Speed must be unlocked to use the autocross editor. The autocross editor is accessed by pressing SHIFT+U inside the game. In there you can save, load and edit layouts, when you turn on the "place objects" button as you can see here: [http://upload.lfsmanual.net/wiki/Image:Autoxwiki.jpg] All the editor keys are listed on that screen. The autocross system works over the internet as well. The host can edit / load a layout while guests are connected. To make an autocross layout, you place objects and checkpoints and a start point. If you don't place a start point, then it will use the default start grid and will behave like a normal race track. In that case there will be no time penalties but you will need to place checkpoints so that laps are timed. === Placing objects === Select an object type and place an object by pressing O. you can adjust the direction (heading) of the object by using the < and > keys. If you press M with any object selected, it will move that object to the mouse position, and update it with the heading that you have set. === Placing checkpoints === You need one finish line and at least one checkpoint. In effect this defines the circuit, and also gives you split times at those points. Pressing F or 1, 2, 3 gives you a finish line or a checkpoint. You can adjust their direction and width in the same way as you do for objects, by pressing the M key. Checkpoints are invisible when driving - it is up to the person who edits the track to make sure the user drives through them, by using cones or other objects. The W and E keys can be used to set the width of a checkpoint. NOTE : direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded. A checkpoint looks like a square bracket, and you must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket. Example:[http://img133.imageshack.us/img133/2076/autoxwikicheckpointshp2.jpg] === Restricted areas and route control === In "marshall" mode you can place Marshall areas and Route checkers. Marshall areas are shown by a red circle. If a car enters one of them in single player, it will receive a 1 minute penalty.[http://img216.imageshack.us/img216/9955/autoxwikisingleplayerpejj5.jpg] In multiplayer mode, the player will be forced to spectate.[http://img216.imageshack.us/img216/1126/autoxwikimultiplayerpenum8.jpg] Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button.[http://img133.imageshack.us/img133/7427/autoxwikirouteeu1.jpg] === Controls === View control - mouse and keys - listed on screen.<br> Press V to toggle between high and low view.<br> Viewing the track - press SPACE to turn on or off all the editor buttons so you can see the track clearly. Distance measurement : Press D to activate the measuring tool. {{Guides}} <!-- links to other languages --> [[de:Autocross Editor]] [[en:Autocross]] 922ac6b747bc956b5642d6c2e4213299cd4d7167 ムービー作成 チュートリアル 0 1456 1881 2008-05-04T03:35:11Z dankitk 37 wikitext text/x-wiki By SaM Going to make a movie? Here you can read how to do it. == Recording == * Start up Fraps. Download at http://www.fraps.com. Set it to record at Full-size and at 30fps (or lower if the video is choppy.) * Start up LFS. Go to Options > Misc and put on Limit framerate on 30fps. * In-game, play the replay. (If you want to, press shift + U to set up a user camera. Press Follow car: (PLAYER) to let the camera follow the nearest car. Press SPACE to remove the usercam menu.) * Press SHIFT + F to remove the on-screen displays * Press F2 to slow down the replay at 0.5 speed. * Press the record button you specified in Fraps. When finished, stop recording with the same button. * Start up VirtualDub. http://virtualdub.sourceforge.net/. Open the avi file you recorded. Go to Video > Frame rate. Click on Process every other frame and press OK, or click on 'Change to [ ] frames per second' and put down the double amount of fps you set Fraps to. The last option will give the video more fps but you will only notice the difference if you will use slowmotion on this clip in the movie. This is because movies generally dont have more than 30fps. * If this is all the movie needs, 1 clip, go to Video > Compression and choose one of the codecs (XviD or DivX are recommended). Press F7 to save it and it's done. * If you want to edit this clip together with some other clips into a movie, press F7 without compressing it and save it. Now it's time for editing. == Editing == If you have Adobe Premiere Pro and know at least some basics of movie editing, use that. If you're able to use Premiere, you dont need instructions from me, if you dont know how to use Premiere, start with Windows Movie Maker found in the start menu. You can always get to use Premiere if you want to go more professional. Import the clips you made and put them in order, make them longer or shorter and add some transitions if you want. Dont forget, the best transitions wich I'd recommend if you want to use a transitions, is the dissolve, or fade from/to black. The other ones looks pretty unprofessional. When you're done, add a title and credits if you want, then finish it and save it. == Editing (aviSynth) == Another great (and free) video editing program is aviSynth. AviSynth is not actually a program by itself. You basically install a frame server. This frame server reads a script that you write, and returns frames to a program, such as VirtualDub. There is also a IDE that you can download that allows you to see the different commands that you can use to modify your video. #Installation ##First, you need to download and install VirtualDub, as explained above. ##Second, go to [http://sourceforge.net/project/showfiles.php?group_id=57023 The AviSynth Sourceforge page], and download the latest version of the program. You may also want to download AVSEdit, an IDE to edit AviSynth scripts ##Lastly, install both the programs onto your computer #Your First Movie ##Follow the instructions on [http://en.lfsmanual.net/index.php?title=Movie_Tutorial&action=submit#Recording Recording Video] from LFS, and record three different "clips" of video. ##Create an AviSynth script, and preview it: ##*Open up AVSEdit, if you chose to download it. Otherwise, open up notepad. ##*Type <tt>clip1 = DirectShowSource("F:\fraps\clip1.avi")</tt>, entering your filename where mine is. ##*Do the same thing for the remaining clips of video, but instead of <tt>clip1</tt> you must use a different variable such as <tt>clip2</tt> ##*When you are finished typing in all of the video clips, and assigning them to variables, the last thing to do for our simple movie is join all of our clips. When you do not assign the results of a function to a variable, then the data is "returned" to the frameserver, which generates your video. So, type in <tt>UnAlignedSplice(clip1, clip2, clip3)</tt> and, for any remaining clips just add them into the function, using a comma to separate them. ##*Now, we will render our script using VirtualDub. Go to File>Save, and save your script as anything ending in ".avs". Now, open up VirtualDub. All you have to do is drag the script from wherever you saved it onto the program. All you have to do once you want to save the video, is follow the directions for compression in the [http://en.lfsmanual.net/index.php?title=Movie_Tutorial&action=submit#Recording Recording] section of this page. == Advice == My advice on making movies is keep it viewer friendly. Think what kind of movie it is, is it a cool movie with lots of cool action, edit the shots quickly and choose quick music, but dont make the movie messy, where lots of stuff happens and you dont know what's happening. If the movie is more gentle, focus on recording the action clearly and in stylish camera positions+movements. I know this sounds obvious, but it's often forgotten. A good movie should be a whole package where everything is working together. Make the editing and effects the same as the kind of movie. Watch the movie every now and then when you make progress and think what it would be like if you were a viewer. What would he expect and what would he like to see. To stop messages from being displayed in Multiplayer replays, open up cfg.txt wich is in the LFS folder. Search for 'MPR Message Block' and change it to 1, change it back to 0 afterwards if you want. Remeber to save it when LFS isnt running. Tips on the SHIFT + U usercamera. Avoid big fields of view. More than 90 degrees is too much. On the other hand, a Field of view smaller than 90 degrees will look like zooming wich does look good. Also, use at least some View smoothing to make the movement of the camera go more dynamic and not instant. A low movement speed is also recommended, I use something around 3 to 20m/s. Another advice is keep the continuity. Never go back in time (only if you want to get a flashback effect.) Good luck and have fun! {{Guides}} <!-- links to other languages --> [[de:Movie Tutorial]] [[en:Movie Tutorial]] 562916645e2933c35c73def2c9a54471197d0657 スクリプト作成 0 1457 1883 2008-05-04T03:38:05Z dankitk 37 wikitext text/x-wiki ''by AndroidXP'' == Introduction == With the release of patch V in December 2006, the LFS developers introduced a new scripting system, quite similar to the implementation seen in most first person shooters. Generally, it allows the automation of common tasks, customisation of options on a per-car basis as well as simple toggles to change the binding of keys (and more). This guide is aimed to give you a general understanding of the LFS script system as well as a few examples for simple scripts. == How to use == === Basics === Script files have the extension ".lfs" and can be found under <LFS install dir>\data\script. To edit these files, simply open them with a text editor of your choice (Notepad, etc). You can also create new script files, just make sure they have the right extension. If you want, you can even organize your scripts into subdirectories to keep the place clean. In general, each line in the script file represents a command that is executed by LFS, going from top to bottom. The only exception are empty lines, and lines that start with "//", which are treated as comments and thus ignored. Basically you can imagine the system as LFS reading each line, writing it into the chat window and hitting return. Of course it is not ''exactly'' like that, but it should give you the general idea. === Reserved filenames === While you can generally name new script files however you want, a few names have a special meaning to LFS. All affected files already exist in the script folder when you first install the patch, so as long as you don't move or overwrite any files everything will be fine. * '''autoexec.lfs''' : Like the name suggests, this script is executed automatically every time LFS starts and is thus the ideal place to initialize your scripts. * '''CAR.lfs'''<br> : "CAR" being replaced with one of the three-letter car shortcuts (see [[Cars|here]] or below), these scripts are executed everytime the corresponding car is selected in the garage - for example if you select the XR GT Turbo, LFS will execute "XRT.lfs". They are usually used for car specific settings, like a custom FOV or force feedback strength. * '''road.lfs, sequential.lfs, paddle.lfs'''<br> : Even though these filenames are neither reserved nor automatically executed, they are worth mentioning as by default they are run from inside the ''CAR.lfs'' scripts. Their main purpose are custom settings that should apply to cars with a certain shifter type. ''Road.lfs'' is the equivalent to cars with a H-gate shifter, ''sequential.lfs'' to a sequential stick shifter and ''paddle.lfs'' to having paddles. If you have a wheel that supports such shifter types (like the [[Wheels#Logitech_G25|Logitech G25]] for example), then these script files are handy to automatically change the shifter setup so it fits the currently selected car. : To match the cars to their gearbox, they should be assigned as following:<br> {| style="margin-left:23px" |Road:||UF1, XFG, XRG, XRT, RB4, FXO, LX4, LX6, FZ5, FZR, UFR, XFR, RAC |- |Sequential:||FBM, FOX, FO8, MRT, XRR, FXR |- |Paddle:||BF1 |} == Commands == The following commands are just an excerpt of the more commonly used ones.<br> A list of all commands can be found under <LFS install dir>\docs\Commands.txt. === Options & Miscellaneous === /run [scriptname] - run a script (data\script\scriptname.lfs), e.g. "/run myScript" or "/run myFolder\myScript" /say [message] - same as typing a chat message /echo [text] - show text (only on local screen) /fov [degrees] - field of view /ff [0-200] - force feedback strength /wheel_turn [degrees] - specify turn angle of controller /autoclutch [0-1] - turn autoclutch off / on /gccut [0-1] - throttle cut on upshift /gcblip [0-1] - throttle blip on downshift /shifter [auto/sequential/shifter] - shift type /view [fol/heli/cam/driver/custom] - select view === Binding & Executing Commands === '''Binding''' /axis [axis] [function] - e.g. "/axis 2 throttle" (to unbind, use -1) /invert [0/1] [function] - e.g. "/invert 1 brake" /button [button] [function] - e.g. "/button 5 shift_up" (to unbind, use -1) /key [key] [function] - e.g. "/key Q handbrake" /ctrlf [num] [text] - change shortcut text, e.g. "/ctrlf 1 hello" /altf [num] [text] - change shortcut text, e.g. "/altf 1 bye" '''Simulating key presses''' /press [key] - simulate key press /shift [key] - SHIFT + key /ctrl [key] - CTRL + key /alt [key] - ALT + key === Parameter reference === '''Function names for the /button and /key commands''' steer_left, steer_right, steer_fast, steer_slow throttle, brake, shift_up, shift_down clutch, handbrake, left_view, right_view, rear_view horn, flash, reset, pit_speed, tc_disable, zoom_in, zoom_out reverse, gear_1 - gear_7, ctrl_f1 - ctrl_f12 <span style="color:gray"> ''To find out the number for a controller button, go to Options > Controls'' ''and press the button in question. You will see the button # and currently'' ''assigned function in the middle right part of the screen.'' </span> '''Function names for the /axis and /invert commands''' steer, combined, throttle, brake lookh, lookp, lookr clutch, handbrake, shiftx, shifty '''Parameters for the key press commands (press / shift / ctrl / alt)''' Letters A to Z Numbers 0 to 9 F1 to F12 up, down, left, right space, enter, esc, tab less, more <span style="color:gray">(<, >)</span> == Examples == On a general note: as you might have noticed from the command listing, it is currently impossible to bind other script commands to a button; for example, "/button 1 /say hello" wouldn't work. Luckily we can use the text shortcut keys (Ctrl+F1-F12, Alt+F1-F12) for this, so we can use "/ctrlf 1 /say hello" (which binds "/say hello" to Ctrl+F1) and then "/button 1 ctrl_f1" (binds the press of Ctrl+F1 to button #1). However, this also means that you have to give away a few of your shortcut keys for the scripts, which shouldn't really be a problem, considering there are 32 available shortcuts total (24 bindable via scripts). === "F9 > F10 > F11 > F12 > Off" Toggle === The basic idea of this script is, that we want to have one button (for example on the wheel) cycling through the F9-F12 menus. To accomplish this, we need five scripts plus an entry in ''autoexec.lfs''. For this script we will use the Ctrl+F12 text shortcut for our cycle, and bind button #0 (whichever button that is on your controller) to execute it. The multiple usage of the /press command ensures that the menu is properly displayed, in case a menu was already opened manually beforehand. For example, if the F11 menu is already open and we would run ''viewF11.lfs'' without pressing the F9 key in it, it would just close the F11 menu instead, which is something we definitely don't want to happen in the heat of a race. It will work like this:<br> #Button 0 -> Ctrl+F12 -> viewF9 -> press F9 + rebind Ctrl+F12 to run viewF10<br> #Button 0 -> Ctrl+F12 -> viewF10 -> press F10 + rebind Ctrl+F12 to run viewF11<br> #Button 0 -> Ctrl+F12 -> viewF11 -> press F11 + rebind Ctrl+F12 to run viewF12<br> #Button 0 -> Ctrl+F12 -> viewF12 -> press F12 + rebind Ctrl+F12 to run viewOff<br> #Button 0 -> Ctrl+F12 -> viewOff -> turn off menu + rebind Ctrl+F12 to run viewF9<br> :... '''viewF9.lfs''' /press F10 /press F9 /ctrlf 12 /run viewF10 '''viewF10.lfs''' /press F9 /press F10 /ctrlf 12 /run viewF11 '''viewF11.lfs''' /press F9 /press F11 /ctrlf 12 /run viewF12 '''viewF12.lfs''' /press F9 /press F12 /ctrlf 12 /run viewOff '''viewOff.lfs''' /press F10 /press F9 /press F9 /ctrlf 12 /run viewF9 '''autoexec.lfs''' /button 0 ctrl_f12 /ctrlf 12 /run viewF9 === Indicator Control === This example shows a simple way to comfortably control the indicators with two buttons. You need three scripts and a few entries to ''autoexec.lfs'', shortcut keys used are Ctrl+F10 and F11. The indicators will work as follows; first press of left button activates left indicator, second press deactivates it. Vice versa for the right button. Switching between left and right is possible. For ease of use, the script will output green arrows indicating the currently selected mode into the chat area. By using the same logic and adding another script, it is also easy to implement the control of the hazards by a third button. '''indicateLeft.lfs''' /press 7 /ctrlf 11 /run indicateStop /ctrlf 10 /run indicateRight /echo ^2‹ ‹ ‹ '''indicateRight.lfs''' /press 8 /ctrlf 10 /run indicateStop /ctrlf 11 /run indicateLeft /echo ^2› › › '''indicateStop.lfs''' /press 0 /ctrlf 10 /run indicateRight /ctrlf 11 /run indicateLeft /echo ^8Off '''autoexec.lfs''' /button 16 ctrl_f11 /button 18 ctrl_f10 /ctrlf 10 /run indicateRight /ctrlf 11 /run indicateLeft [[en:Script Guide]] bd9ed7e101aba94a0171547f0893f3459e7b446e InSim チュートリアル 0 1431 1884 1654 2008-05-04T03:41:32Z dankitk 37 wikitext text/x-wiki == Information == The Tutorials section is meant to become a collection of tutorials on how to connect to InSim using various programming languages. I know that of course there are lots of precompiled software packages (like JInSim for Java, FullMotion.LiveForSpeed for C# and so on) on the LfSForum and lots of them are also very good, but you do not really learn how to use InSim if you use precompiled packages. So each section of this page should be for one programming language and should contain the following subsections: # Datatypes # How to build/parse packets # Connecting to InSim # Disconnecting from InSim # Easy example == Tutorials == Tutorials are available for the following programming languages: [[InSim PHP5-Tutorial|PHP5]] == InSim Relay usage information == The InSim Relay is a service that can connect to your LFS host via InSim and relay the InSim information sent by your host, to anyone who connects to the InSim Relay. This relayed data can be used by programmers for various things, such as the LFS Spectator (remote viewing of a race) and race-tracking to store race information and statistics. To have your host connected to the Relay, see this page on LFS World: http://www.lfsworld.net/?win=hosts&whichTab=insim_relay The rest of this document is only for programmers who want to know how to connect with the InSim Relay, so they can make use of the available data.<br> NEW : you can now also connect various other insim mods via the relay, because you can 'connect' to a host with an admin password. See the bottom of this document for which packets are allowed to send. === Connecting to the InSim Relay === The network protocol used with the Relay is UDP and it is located at isrelay.liveforspeed.net port 47474 Connecting to the Relay is done with the CCN packet. To connect, make sure bit 0 of the flags is set, which means 'connect to relay'. The CCN packet is a multifunctional packet. It is used to connect to the Relay, request a list of available hosts and set various options. <br>Here is the struct of the connection packet: <pre> struct ClientConnection { char Id [4]; // CCN + zero (\0) byte Flags; // Bit flags for options and 'connect' flag byte Spare; // spare1 byte Spare; // spare2 byte Spare; // spare2 } Flags in CCN packet: #define ISR_CONNECT 1 // bit 0 : 'connect' flag. Must be set to connect to Relay #define ISR_HOSTLIST 2 // bit 1 : if set, you will get a list of hosts returned #define ISR_NOMCI 4 // bit 2 : if set, you will not receive MCI packets #define ISR_VERIFY 8 // bit 3 : if set, 'guaranteed delivery' will be on </pre> The CCN packet with bit 0 set _must_ be your first packet, otherwise your packets will be ignored. To acknowledge that the connection was successful, an ACK packet is sent, if you didn't already request a hostlist in your initial CCN packet.<br> You can additionally send a CCN packet at any time, to toggle NOMCI and/or VERIFY and to request a hostlist even while still being connected to a host.<br> A note about guaranteed delivery; it works exactly like with normal InSim guaranteed delivery, so if you don't know how it works, please look in the Insim.txt that comes with LFS. There is one official case where connecting might fail; when the Relay has reached its maximum number of users.<br> In that case, the Relay will send an ERR packet. The ERR packet also has some other error message purposes. <pre> struct ErrorMessage { char Id [4]; // ERR + zero byte ErrNo; // number of the error byte Spare; // spare1 byte Spare; // spare2 byte Spare; // spare2 } </pre> ErrNo meanings:<br> 1 - Invalid Spectatorpassword given<br> 2 - Relay has reached maximum number of clients<br> 3 - Non-existent hostname given in HOS packet === Receiving the hostlist === When you have requested a list of hosts with bit 1 of the flags in the CCN packet, you will receive a list of hosts. The result packet(s) is/are identified by the CHL id. Every CHL packet contains a maximum of 8 hosts and their respective information. If there are more than 8 hosts available to select from, you will receive multiple CHL packets. You can determine how many CHL packets you should expect by reading the 'total hosts' word in every CHL packet (this number is the same in every CHL packet). You can determine the amount of hosts listed in a CHL packet, by the length of the packet. <pre> struct ClientgetHostList { char Id [4]; // CHL + zero word NrHosts; // Number of total available hosts byte Spare; // Spare1 byte Spare; // Spare2 char Host [32]; // Hostname(s) (min: 1 / max 8 hostnames - check the length of this packet) byte NrRacers; // Number of racers on a host byte Specpass; // 1 if host requires a spectator password } </pre> An example of the order things in this packet:<br> 3 hosts listed in this packet: host1[32].host2[32].host3[32].421110 host1 has 4 racers and requires a specpass<br> host2 has 2 racers and required a specpass<br> host3 has 1 racer and does not require a specpass === Select a host to receive InSim data from === To start receiving InSim packets from a host, you must select the host with a HOS packet: <pre> struct SelectHost { char Id [4]; // HOS + zero char Host [32]; // hostname char Specpass[24]; // spectator password char Adminpass[16]; // admin password } </pre> Note that both the full hostname and ^-stripped/converted hostname can be used. ex. "^1EXAMPLE^v^7HOST ^11" or "EXAMPLE|HOST 1" === Maintaining a connection to the Relay === If the relay has not received any data from a client in 60 seconds, the Relay will close the connection with the client. To prevent this from happening, the client can send ACK packets every 20 seconds, in case nothing else has been sent to the Relay. <pre> struct Acknowledge { char Id [4]; // ACK + zero } </pre> If you need to, you can optionally add 4 null bytes, but it's not required for the relay to recognise the ACK packet. The same goes for the other way around. The Relay will send ACK packets to your client in case nothing has been sent in 20 seconds. You can make your client assume that the Relay is offline, if you didn't receive anything from the relay during 60 seconds. === Closing a connection (client side) === When the client closes, it's nice to have it send a 'close' instruction to the Relay: <pre> struct ClientClose { char Id [4]; // ISC + zero } </pre> If you need to, you can optionally add 4 null bytes, but it's not required for the relay to recognise the ISC packet. === Closing a connection (relay side) === If the relay needs to "close" your connection for whatever reason or if the relay goes offline, it will send a packet to notify that you will need to try to connect again with the CCN packet. <pre> struct ClientTerminate { char Id [4]; // CTM + zero } </pre> === Public requests for host information === A client can request some information from a host by sending the relay one of the following InSim packets: SST<br> ISM<br> VER<br> GTH<br> NPL<br> RES These packets are regular InSim packets, so for their structs, please see the insim.txt file included with every distribution of S2 or the S2 dedicated host. === Admin-only control packets === If you have connected to a host with the adminpassword set (in the HOS packet), you are allowed to send some control packets: VTC<br> SCH<br> MST<br> MTC These packets are regular InSim packets, so for their structs, please see the insim.txt file included with every distribution of S2 or the S2 dedicated host. === List of escape codes === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^L = Latin 1<br> ^G = Greek<br> ^C = Cyrillic<br> ^J = Japanese<br> ^E = Central Europe<br> ^T = Turkish<br> ^B = Baltic<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. {{Guides}} <!-- links to other languages --> [[de:InSim Tutorials]] [[en:InSim Tutorials]] e5ac48d4f69eb30d19419f2e852cfc72e953f532 テンプレート:ガイド 10 1458 1885 2008-05-04T03:43:16Z dankitk 37 wikitext text/x-wiki <br clear="all"/> {| width="600" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[Guides|Live for Speed guides and tutorials]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:Guides|v]]</div></div> |- | style="vertical-align: top;" align="center" | <small>[[Basic Setup Guide]] | [[Advanced Setup Guide]] | [[Technical Reference]] | [[Skin Tutorial]] | [[Autocross]] | [[Hosting]] | [[File Formats]] | [[InSim Tutorials]] | [[Movie Tutorial]] | [[3D Render Tutorial]] | [[Script Guide|Scripting]]</small> |} 4ba8b5c9689098f761518600e5ed0974791bb497 1886 1885 2008-05-04T03:48:02Z dankitk 37 wikitext text/x-wiki <br clear="all"/> {| width="600" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[ガイド|Live for Speed ガイドとチュートリアル]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:Guides|v]]</div></div> |- | style="vertical-align: top;" align="center" | <small>[[基本セットアップ・ガイド]] | [[応用セットアップ・ガイド]] | [[テクニカル・リファレンス]] | [[スキン作成 チュートリアル]] | [[Autocross]] | [[ムービー作成 チュートリアル]] | [[3Dレンダリング チュートリアル]] | [[スクリプト作成]] | [[Host チュートリアル]] | [[InSim チュートリアル]] | [[ファイル・フォーマット]]</small> |} f23f2da6cbfcc5e5b309aae03702070bc0f65bcc ガイド 0 1459 1887 2008-05-04T03:49:57Z dankitk 37 wikitext text/x-wiki このページから、Live for Speedを使う上での各ガイドとチュートリアルへアクセスできます。 {{Guides}} <!-- links to other languages --> [[de:Anleitungen]] [[en:Guides]] 364ad815e6dd058ef21b5d06b4827bb168cfaa73 ファイルフォーマット 0 1460 1888 2008-05-04T03:52:09Z dankitk 37 wikitext text/x-wiki == DDS == [[Image:Dds.jpg|thumb]] Texture files So you want to edit LFS files that are in DDS format? Several textures in LFS are in DDS format including lights, interiors, track signage, seats, steering wheels and several other game and car components. To customise some textures in LFS You will need to edit the appropriate DDS file. DDS files can be handled by Paint Shop Pro and Photoshop after installing the DDS plugin which can be found here:<br> http://developer.nvidia.com/object/nv_texture_tools.html Although these files are hosted by Nvidia, they are not GPU-specific, so you can use them with any brand card. You don't need all of the files shown on that site. You can download a DDS viewer which can enable thumbnails in windows explorer or my computer and view them easily. There are various viewers available and all seem to work well enough. Grab the plugin if you want to edit DDS with one of the programs mentioned above. The DDS files can be found in your LFS/data/dds folder. There are a few things to be aware of before you begin: * Once you have changed the DDS file all of the cars of that type will show that file, the texture is used universally. For example, if you customised the interior of the XF GTi, then all XF GTi's in your sim will have the customised interior. Unlike you car skin, these files are used on every car of that type. * Be wary of texture size. Yes I know, you've got a fast PC and it can do anything except make your bed, but still be wary of texture size. The default textures in LFS work very well, replacing a 30KB texture with a 300KB texture will use more resources. It is very easy to overdo it so be sensible and back up your files first. * When you save your customised file you will probably be presented with some complicated save options. Just try the default settings, in other words: don't worry too much about all the bells and whistles. If the option to generate mip maps is not selected then select it first but it should be on by default in most cases. * There is a plugin that you will need and it works for Adobe Photoshop and Jasc (recently purchased by Corel) Paint Shop Pro only. Both of these programs use the same plugin file. There is a 3DS MAX plugin too, but MAX users check your version first to see if the plugin is even required. Please note that DDS files use an alpha layer in many cases. If you don't know what that means I suggest you consult your software's documentation and try experimenting with the DDS format files. Remember to save your files back into DDS format! == PTH == Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed. == TXT == Language Files Thanks to Eold, we have a translation utility program which makes it easier to make language packs. See the enclosed README.txt for more information.<br> http://www.liveforspeed.co.uk/LFSTranslator.zip == SET == Thanks to [[user:colcob|colcob]] for originally working this format out for v0.3H ([http://forum.rscnet.org/showthread.php?t=213190]), [[user:Bob Smith|Bob Smith]] for updating it for v0.5P([http://www.lfsforum.net/showthread.php?t=14477]), [[user:Woz|Woz]] for updating the bit field values for passengers, and back to [[user:Bob Smith|Bob Smith]] for updating it for v0.5X/Y. <pre> TYPES : ======= char : 1-byte ASCII character byte : 1-byte integer word : 2-byte unsigned integer float: 4-byte float Offset Type num Description ------ ---- --- ----------- 0 char 6 Description (always SRSETT) 6 byte 1 0 7 byte 1 LFS Internal Version (was 250 for ages, now 251) [ignore this number] 8 byte 1 File format version (currently 2) [check this number] 9 byte 3 0 12 byte 1 Bit 0 (Asymmetrical On=1, Off=0) Bit 1 (Traction Control On=1, Off=0) Bit 7 (Patch X Setup=1, older set=0) - for pre-load handling 13 byte 1 Unknown, seems to hold random values 14 byte 1 Handicap Mass Position 15 byte 1 Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar) 16 float 1 Brake Strength (Nm) 20 byte 1 Rear Wing Angle 21 byte 1 Front Wing Angle 22 byte 1 Voluntary Handicap Mass 23 byte 1 Voluntary Intake Restriction 24 byte 1 Max Steering Lock 25 byte 1 Parallel Steering 26 byte 1 Brake Balance 27 byte 1 Engine Brake Reduction 28 byte 1 Centre Diff Type (0=Open, 1=Viscous) 29 byte 1 Centre Diff Viscous Torque 30 byte 1 0 31 byte 1 Centre Diff Torque Split 32 word 1 Gear Ratio 7 (0 to 65536 = 0.5 to 7.5) 34 word 1 Gear Ratio Final (0 to 65536 = 0.5 to 7.5) 36 word 1 Gear Ratio 1 (0 to 65536 = 0.5 to 7.5) 38 word 1 Gear Ratio 2 (0 to 65536 = 0.5 to 7.5) 40 word 1 Gear Ratio 3 (0 to 65536 = 0.5 to 7.5) 42 word 1 Gear Ratio 4 (0 to 65536 = 0.5 to 7.5) 44 word 1 Gear Ratio 5 (0 to 65536 = 0.5 to 7.5) 46 word 1 Gear Ratio 6 (0 to 65536 = 0.5 to 7.5) 48 byte 1 Passenger (4 2bit fields). Passengers are located in the byte at the following locations 76|54|32|10 --+--+--+-- RR|RC|RL|FR The individual passenger types are identified as follows. 00 = None 01 = Male 10 = Female 49 byte 1 Car Config (roof on LX4/6 and UF1) 50 byte 1 Traction Control Slip (divide by ten) 51 byte 1 Traction Control Engage Speed 52 float 1 Rear Ride Height (NOT spring motion range) 56 float 1 Rear Spring Stiffness (N/mm) 60 float 1 Rear Compression/Bump Damping (N/mm) 64 float 1 Rear Rebound Damping (N/mm) 68 float 1 Rear Anti Roll Bar Stiffness (N/mm) 72 byte 4 0 76 byte 1 Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg) 77 byte 1 Rear Caster (i.e. always zero) 78 byte 1 Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 79 byte 1 0 80 byte 1 LR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 81 byte 1 RR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 82 byte 1 0 83 byte 1 Rear Diff Clutch Pack Pre-load (multiply by ten) 84 byte 1 Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 85 byte 1 Rear Viscous Torque 86 byte 1 Rear Power Locking 87 byte 1 Rear Coast Locking 88 word 1 LR Tyre Pressure (kPa) 90 word 1 RR Tyre Pressure (kPa) 92 float 1 Front Ride Height (NOT spring motion range) 96 float 1 Front Spring Stiffness (N/mm) 100 float 1 Front Bump/Compression Damping (N/mm) 104 float 1 Front Rebound Damping (N/mm) 108 float 1 Front Anti Roll Bar Stiffness (N/mm) 112 byte 4 0 116 byte 1 Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg) 117 byte 1 Front Caster (need to divide by ten) 118 byte 1 Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 119 byte 1 0 120 byte 1 LF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 121 byte 1 RF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 122 byte 1 0 123 byte 1 Front Diff Clutch Pack Pre-load (multiply by ten) 124 byte 1 Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 125 byte 1 Front Viscous Torque 126 byte 1 Front Power Locking 127 byte 1 Front Coast Locking 128 word 1 LF TyrePressure (kPa) 130 word 1 RF TyrePressure (kPa) </pre> == LYT == These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]). <pre>TYPES : ======= 1) short : 16 bit signed integer 2) word : 16 bit unsigned integer 3) char : 8 bit signed integer 4) byte : 8 bit unsigned integer FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- HEADER BLOCK : 6 char 0 LFSLYT : do not read file if no match 1 byte 6 version : do not read file if > 0 1 byte 7 revision : do not read file if > 247 1 word 8 num added objects : number of OBJECT BLOCKS 1 byte 10 laps : number 1 byte 11 spare byte : zero ......OBJECT BLOCKS OBJECT BLOCK : 1 short 0 X : position (1 metre = 16) 1 short 2 Y : position (1 metre = 16) 1 char 4 Zchar : approximate height (1 metre = 4) - see NOTE4 below 1 byte 5 Flags : 0 for objects - see NOTE1 below 1 byte 6 Index : object (see existing LYT files, NOTE3 below) 1 byte 7 HeadingByte : see NOTE2 below NOTE1 : ------- Flags byte is always zero for actual objects. For start positions or checkpoints, it is always non-zero. The bits (0 to 7) are arranged like this (bit 0 is the lowest bit) : bits 0 to 1 : 0 = Start position / 1 to 3 = Checkpoint index bits 2 to 5 : Checkpoint width in metres (shifted left by 2 bits) bit 6 : never set bit 7 : always set (0x80) NOTE2 : ------- HeadingByte represents 360 degrees in 256 values. HeadingByte = (heading + 180) * 256 / 360 128 : heading of zero 192 : heading of 90 degrees 0 : heading of 180 degrees 64 : heading of -90 degrees NOTE3 : ------- Objects indexes allowed by tracks. * Autocross track : TYRES (white) : 0 TYRES (red) : 1 post1 : 2 TYRES2 (white) : 3 TYRES2 (red) : 4 TYRES (white) : 19 bale1 : 23 AD_banner1 : 24 Banner_AD2 : 25 Banner_AD3 : 27 CONE red : 29 CONE red3 : 30 CONE blue : 31 Cone yellow : 32 Cone_pointer : 33 CONE red2 : 34 CONE green : 39 Barrier white : 46 Barrier red : 47 Barrier long : 48 Sign keep left : 49 Sign keep right : 58 arrow left : 52 arrow right3 : 56 arrow left3 : 57 chalk line : 59 * Blackwood track : cone1 : 0 cone2 : 1 bale : 3 tyre_white_s2 : 5 tyre_blue : 6 railing : 8 tyre_BLUE_L : 14 tyre_GREEN_R : 15 tyre_white_NEW1 : 26 tyre_BLUE_NEW : 27 tyre_white_NEW2 : 31 tyre_BLUE_NEW2 : 32 ADBANNER_RSC : 35 ADBANNER_cromo : 36 * South City track : Railing : 4 cone1 : 17 cone2 : 18 tyre1_WHITE : 21 tyre2_REF : 22 * Fern Bay track : cone1 : 0 old_tyre1 : 2 old_tyre2 : 3 old_tyre3 : 4 tyresstack1 : 10 tyresstack2 : 11 tyresstack3 : 12 NOTE4 : (from Scawen) --------------------- ZChar is the approximate altitude, but LFS will do a collision test to position it accurately on the ground. It can be anything from 4 metres underground to 6 metres above the ground and it will still work ok. Why it's needed is so you can position objects under a bridge or on top of a bridge. Because first it tests for the ground position along a line from 2 metres above the approximate height, down to 4 metres below the approximate height. If that fails then it tries a second test from 6 metres above the approximate height, down to 4 metres below the approximate height.</pre> == LYT == These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]). <pre>TYPES : ======= 1) short : 16 bit signed integer 2) word : 16 bit unsigned integer 3) char : 8 bit signed integer 4) byte : 8 bit unsigned integer FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- HEADER BLOCK : 6 char 0 LFSLYT : do not read file if no match 1 byte 6 version : do not read file if > 0 1 byte 7 revision : do not read file if > 247 1 word 8 num added objects : number of OBJECT BLOCKS 1 byte 10 laps : number 1 byte 11 spare byte : zero ......OBJECT BLOCKS OBJECT BLOCK : 1 short 0 X : position (1 metre = 16) 1 short 2 Y : position (1 metre = 16) 1 char 4 Zchar : approximate height (1 metre = 4) - see NOTE4 below 1 byte 5 Flags : 0 for objects - see NOTE1 below 1 byte 6 Index : object (see existing LYT files, NOTE3 below) 1 byte 7 HeadingByte : see NOTE2 below NOTE1 : ------- Flags byte is always zero for actual objects. For start positions or checkpoints, it is always non-zero. The bits (0 to 7) are arranged like this (bit 0 is the lowest bit) : bits 0 to 1 : 0 = Start position / 1 to 3 = Checkpoint index bits 2 to 5 : Checkpoint width in metres (shifted left by 2 bits) bit 6 : never set bit 7 : always set (0x80) NOTE2 : ------- HeadingByte represents 360 degrees in 256 values. HeadingByte = (heading + 180) * 256 / 360 128 : heading of zero 192 : heading of 90 degrees 0 : heading of 180 degrees 64 : heading of -90 degrees NOTE3 : ------- Objects indexes allowed by tracks. * Autocross track : TYRES (white) : 0 TYRES (red) : 1 post1 : 2 TYRES2 (white) : 3 TYRES2 (red) : 4 TYRES (white) : 19 bale1 : 23 AD_banner1 : 24 Banner_AD2 : 25 Banner_AD3 : 27 CONE red : 29 CONE red3 : 30 CONE blue : 31 Cone yellow : 32 Cone_pointer : 33 CONE red2 : 34 CONE green : 39 Barrier white : 46 Barrier red : 47 Barrier long : 48 Sign keep left : 49 Sign keep right : 58 arrow left : 52 arrow right3 : 56 arrow left3 : 57 chalk line : 59 * Blackwood track : cone1 : 0 cone2 : 1 bale : 3 tyre_white_s2 : 5 tyre_blue : 6 railing : 8 tyre_BLUE_L : 14 tyre_GREEN_R : 15 tyre_white_NEW1 : 26 tyre_BLUE_NEW : 27 tyre_white_NEW2 : 31 tyre_BLUE_NEW2 : 32 ADBANNER_RSC : 35 ADBANNER_cromo : 36 * South City track : Railing : 4 cone1 : 17 cone2 : 18 tyre1_WHITE : 21 tyre2_REF : 22 * Fern Bay track : cone1 : 0 old_tyre1 : 2 old_tyre2 : 3 old_tyre3 : 4 tyresstack1 : 10 tyresstack2 : 11 tyresstack3 : 12 NOTE4 : (from Scawen) --------------------- ZChar is the approximate altitude, but LFS will do a collision test to position it accurately on the ground. It can be anything from 4 metres underground to 6 metres above the ground and it will still work ok. Why it's needed is so you can position objects under a bridge or on top of a bridge. Because first it tests for the ground position along a line from 2 metres above the approximate height, down to 4 metres below the approximate height. If that fails then it tries a second test from 6 metres above the approximate height, down to 4 metres below the approximate height.</pre> == DRV == These files contain the data on the AI drivers. This format was "discovered" around 0.3G, and it is unknown if they have been changed recently ([http://forum.rscnet.org/showthread.php?t=215013]). <pre>TYPES : ======= char : 1-byte ascii character byte : 1-byte integer word : 2-byte integer int : 4-byte integer, lowest byte first FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- 6 char 0 SRAINM : do not read file if no match 1 byte 6 unknown : 0x00 ? 1 byte 7 unknown : 0xF6 Version? 1 byte 8 num AIs : Number of AI Names in that file? 3 byte 9 unknown : 3 bytes unknown AI Data: Repeat (num AIs) times. 24 char 0 Name : AI's playername (Fill with 0x00) 8 char 24 Plate : Numberplate label (Fill with 0x00) 1 byte 32 Gender : 0x00 == Male, 0x01 == Female 3 byte 33 unknown : 3 bytes unknown</pre> == BANS == The file format of the bans file ([http://forum.rscnet.org/showpost.php?p=2426455&postcount=9]). <pre>Notes : The 64 bit "Time" values are obtained from GetSystemTimeAsFileTime. Meaning : number of 100-nanosecond intervals since January 1, 1601. One hour (HOUR_TIME) = 36000000000 Demo ban expiry : time - ban->Time > 12 * HOUR_TIME Name ban expiry : time - ban->Time > ban->BanHours * HOUR_TIME The bans are loaded into memory when : - the program starts up. The bans are saved to disk when : - bans are cleared - a new ban is added - the program exits file format ----------- 6 chars LFSBAN 1 byte 0 1 byte version (246 - do not read file if increased) 1 integer num_demo_bans [demo ban * num_demo_bans] 1 integer num_name_bans [name ban * num_name_bans] demo_ban -------- in_addr IP address __int64 Time name_ban -------- 24 chars user name __int64 Time integer BanHours</pre> {{Guides}} <!-- links to other languages --> [[de:Dateiformate]] [[en:File Formats]] c01a7fdf4a748cb0bf61f18dfbddbe30020a721f テレメトリー 0 1435 1890 1666 2008-05-04T03:54:52Z dankitk 37 wikitext text/x-wiki == F1PerfView == [[Image:F1perfview.jpg|thumb|F1PerfView]] By René Smit f1perfview@xs4all.nl Note: This guide has been abridged to the needs of LFS. The full version can be obtained here: http://www.xs4all.nl/~rsdi/docs/f1perfview_doc.html === What is it === F1PerfView is a telemetry viewer for Windows, supporting LFS replay analyser files. It includes a graph view, a text view, a statistics view, a time difference graph, and a track view. It also allows a combination of upto 256 perf files to be compared. The latest version can always be obtained at http://www.xs4all.nl/~rsdi/f1perfview.html === Getting Started === After you’ve started F1PerfView, the main window appears. From here you can open one or more telemetry files with File|Open, where you can specify the file type at the bottom of the dialog, under "Files of type:". If you usually want to load a specific type of telemetry file you can set the path that game in the Options dialog, for example "C:\LFS". You can also check "Use as default path" and "Use alternative file dialog" to select your files from a list that shows extra information, like laptimes. You can add more perf files for comparison with the File|Add Buffer command. These will appear in the same views as the first loaded perf files. Each perf file is stored in its own buffer. With the File|Delete Buffer command you can remove a buffer from the comparison. When choosing the File|Open command, all existing windows will be closed first. === Performance Data === ==== Data Items ==== Below is a list of all data items. Data items are what you find as types in the graph view, text view, and export dialog. Most data items values are shown in standard metric units. However, for some it's more convenient to show a converted value (e.g. km/h instead of m/s, or mm instead of m). If a data item uses a conversion unit, it will be listed in the description. '''Distance'''. Distance into track (not actual meters driven by car).<br> '''Time'''. Time, in seconds.<br> '''Speed'''. Speed, in kph or mph.<br> '''Steering'''. Steering angle, in degrees.<br> '''Throttle'''. Amount of throttle applied, ranging from 0.0 to 1.0.<br> '''Brake'''. Amount of brake applied, ranging from 0.0 to 1.0.<br> '''Revs'''. Engine revs, in rpm.<br> '''Gear'''. Ranging from -1 to 7 (-1 = reverse, 0 = neutral).<br> '''Ride Height'''. Ride height at all four corners, in mm. In graph view, the ride height from the setup is overlayed.<br> '''Ride Height slow part'''. Ride height without fast changes.<br> '''Suspension Travel'''. Suspension travel at all four corners, in mm. Note that the remaining suspension travel is shown (maximum suspension travel - packers - suspension travel). In graph view, the line [max. suspension travel - packers] is overlayed.<br> '''Suspension Travel slow part'''. Suspension travel without fast changes.<br> '''Wheel speed'''. Speed of each wheel, in kph or mph.<br> '''Wheel spin'''. Wheel speed minus car speed. Each wheel speed is adjusted using the car's wheel base and front and rear tread, because in a corner the outside wheel speed is higher than the inner wheel speed (if there's no wheel spin or locking).<br> '''Camber'''. Lean relative to road for each wheel. Static camber is overlayed.<br> '''Angle'''. Angle in degrees.<br> '''Longitudal Acceleration'''. Acceleration in longitudal direction, in G.<br> '''Lateral Acceleration'''. Acceleration in lateral direction, in G.<br> '''Acceleration'''. Combined longitudal and lateral acceleration, in G.<br> '''Steering Radius'''. The radius the car would drive with the current steering input (angle of front wheels), in meters.<br> '''Actual Radius'''. The radius the car is driving with (distance from car to center of turning circle), in meters.<br> '''Slip Angle'''. Difference between steering radius and actual radius, measured in steering degrees. Negative indicates understeer, positive indicates oversteer.<br> '''Ride Height - Suspension Travel'''. Difference between ride height and suspension travel.<br> '''Front Anti-roll bar Extension'''. Difference between left front suspension travel + packers and right front suspension travel + packers.<br> '''Rear Anti-roll bar Extension'''. Difference between left rear suspension travel + packers and right rear suspension travel + packers.<br> '''Tyre Load'''. Vertical force for each wheel.<br> '''Longitudal Tyre Force'''. Longitudal force for each wheel.<br> '''Lateral Tyre Force'''. Lateral force for each wheel.<br> === Wheel types === Below is a list of wheel types. These can be selected in the graph view, text view and export dialog. They are applicable for data items that have different values per wheel, like ride height. '''All Wheels'''. Special meta type for selecting all four wheels at once.<br> '''Left Rear'''. The left rear wheel (LR).<br> '''Right Rear'''. The right rear wheel (RR).<br> '''Left Front'''. The left front wheel (LF).<br> '''Right Front'''. The right front wheel (RF).<br> '''Sum'''. The sum of all four wheels.<br> '''Sum Rear'''. The sum of the rear wheels.<br> '''Sum Front'''. The sum of the front wheels.<br> '''Avg'''. The average of all four wheels.<br> '''Avg Rear'''. The average of the rear wheels.<br> '''Avg Front'''. The average of the front wheels.<br> '''Delta'''. The difference between average of the rear wheels and the average of the front wheels.<br> '''Delta Left'''. The difference between the left rear wheel and the left front wheel.<br> '''Delta Right'''. The difference between the right rear wheel and the right front wheel. === Views === After the file is loaded, a statistics view is shown (you can select a different view in the Options dialog). The Window menu offers commands to open three additional views on the perf file: a graph view, a text view, and a track view. When all views are closed, the perf files will be closed too. All views can be closed at once by closing the file with File|Close. ==== Statistics View ==== This view is the default view after loading a perf file. It shows information and statistics about this and the added perf files. Each perf file has its own column, where it gives the following information (inspired by Steve Pritchard’s Grand Prix Analyser for F1GP perf files): At the top various perf file specific information can be shown. The information shown depends on the perf file type. '''Lap time'''. The actual lap time driven in this lap.<br> '''Lap number'''.<br> '''Date'''. The date and time when the file was saved.<br> '''#Samples'''. The number of samples that are recorded in the perf file, which depends on the lap time and the frame rate.<br> '''Sample rate'''. This is simply the number of samples divided by the lap time. The number of samples and sample rate shown for F1RS perf files are only for distance, time, speed and revs. All the other values have a sample rate three times as low, and I just duplicate entries to make the sample rate equal for all graph types.<br> '''Average Speed'''. The first number is the average of speeds in all samples. The second number is the track distance divided by the lap time.<br> '''Minimum speed'''. '''Maximum speed'''. '''Average revs'''. '''Minimum revs'''. '''Maximum revs'''. '''Average throttle'''. The average amount of throttle during the lap, in percentage. Throttling full/between/none. "Full" means the percentage of 100% throttle during the lap, "none" the percentage of 0% throttle, and "between" the remaining percentage.<br> '''Average brake'''. The average amount of brake during the lap, in percentage.<br> '''Braking full/between/none'''. Similar to throttling full/between/none.<br> '''Free roll'''. The percentage of simultaneous 0% throttle and 0% brake during the lap.<br> '''Average steering'''. Usually, this is negative for a clockwise circuit and negative for an anti-clockwise circuit.<br> '''Maximum steering left'''. '''Maximum steering right'''. Note that steering right is shown negatively in the other views.<br> '''Gear shifts'''. The number of gear shifts, both up and down.<br> '''Driven distance'''. The actual distance driven by the car. A solid circle is drawn on the left of each perf file name using its own colour, to help identifying them in the graph view. Clicking on its header enables or disables the buffer. Disabled buffers are not shown in a graph view or track view. The statistics view can also be printed with File|Print. Select File|Print Preview to preview it before printing. ==== Graph View ==== [[Image:F1perfview.gif|thumb|F1PerfView]] This is the view that shows all the graphs of the perf files. Contrary to the internal perf viewers, only one graph type is shown at the same time. Multiple graph types can be viewed by opening additional graph views. The graph type on the y-axis can be selected with the combobox in the toolbar of this view’s window, labeled "Y". Since version 1.6, it's also possible to change the type on the x-axis, using the combobox labeled "X". Some graphs (e.g. Ride Height) only show one buffer at a time, since they show sub-graphs for each wheel. For these graph types, you can select a different buffer with the combobox at the top of this view, labeled "Buffer", or you can select a specific wheel with the combobox labeled "Wheel", which will show one wheel but all buffers. If one of these graphs is selected on the x-axis and not on the y-axis, the average of all wheels is taken as the x-value, unless a specific wheel is selected. Besides showing the common data items, the graph view can show a time difference graph. It shows the relative difference in lap time between all buffers. This is a special graph and cannot be selected on the x-axis. It always uses distance on the x-axis. You can temporarily remove the toolbar using the context menu (or Ctrl+B), to save space.<br> Two modes are available in the graph view: selection mode and cursor mode. The view defaults to selection mode. While in selection mode, a selection is made by dragging the mouse over the graph while holding down the left mouse button. Once a selection is made you can zoom in on the selection. Use the View|Zoom X, View|Zoom Y menu’s, or mouse wheel to zoom the graph in and out (use shift + mouse wheel for Y zooming). Zooming a selection is done by choosing View|Zoom X|Zoom Selection. To zoom back to the complete range select View|Zoom X|Zoom All. The range is shown as time and as distance in the status bar. Cursor mode is entered by selecting View|Cursor Mode. This will show a vertical cursor, which position can be changed by clicking the left mouse button on the graph. Shown at the top of the cursor are the values at that point of the graph. If the x-axis does not contain distance, then the cursor will be very small showing D: followed by the distance and then both the x- and y-value in parenthesis. Moving the cursor will then change the selected distance while the real cursor is a cross in the graph. Return to selection mode by selecting View|Cursor Mode again. Most commands are also available using short-cuts or the context menu (activated by right-clicking on the graph). In the graphs themselves you’ll notice little boxes with a number in them. These are the maximum y value (with the line downwards), minumum y value (with the line upwards), maximum x value (with the line leftwards), and minimum x value (with the line rightwards) for the shown selection. The x values are only shown if the x-axis does not contain distance. At the bottom left there is a little box showing the average y value for the selected distance. In the Brake graph you’ll also see additional boxes above each peak. These contain the distances at which full brake was applied, in metres. To turn off showing these numbers, invoke the Show Values command in the popup menu. With the combobox labeled "Wheel" you have the choice to show data for a specific wheel, wheel combination, or all wheels (default). When showing data for all wheels, you only see one buffer at the time (the selected one). When showing data for a specific wheel or wheel combination, the graph behaves like the other graphs so you can compare data from multiple buffers. Besides the wheel selection combobox you can see a button labeled "Sync". With this button you can toggle the synchronization of multiple graph views. When the button is depressed then zooming, scrolling and selecting a different buffer or cursor position will have effect also on all other views with this button depressed. ==== Text View ==== This view shows the actual data values. The text view can be synchronized with other views by selecting View|Synchronize or right-clicking in the text view and toggling "Synchronize" in the context menu. It will then limit the perf records according to the zoomed selection in graph views, set the selected row to the cursor position in the graph view and vice versa, and show the same buffer as the graph view. This can be overridden by selecting a different buffer using the context menu (buffer <default> uses the one from the graph view). Columns can be added or removed using the context menu. Clicking on the column header will sort on that column. Clicking again will reverse the sorting. Hold the Ctrl key to sort on extra columns. ==== Track View ==== This view shows driving lines of the cars and optionally an underlying track map. ==== Driving lines ==== If the view is synchronized, it will scroll along with the other views, and lines outside of the selected range will be gray. The little dots in the picture are the center of car radii. The larger white dots on the driving lines indicate the current cursor position. ==== Track map ==== You can scroll manually by using the num-locked keypad keys, or by left-clicking the mouse, holding it, and then moving the mouse. Zooming is done with the default zoom buttons/accelerators and with the mouse wheel. Double-clicking will reset the zoom/scroll positions, and another double-click will undo that. Use the context menu to toggle drawing of the different parts of the track. For LFS it only works if it can load exported track data. These .SMX files have to be extracted to a directory called data\smx within the LFS directory. You have to create the smx subdirectory within the data directory yourself. Also make sure to specify the LFS directory in the F1PerfView options, so it can find these files automatically. The track view shows a detailed coloured top-view of the track, including kerb stones, checkpoints, and all sorts of objects. Use the context menu to enable/disable checkpoints. === Exporting Perf Files === Perf files can be exported to an ascii file (or .csv file) by selecting the File|Export command. It will show a dialog where you can select all data types you wish to export. It's possible to export multiple buffers. They will simply be appended to each other. For each type you can enter a range that will make sure that only lines are exported that have all columns within (or optionally outside of) the specified range. An additional checkbox "Selected range only" can be checked to easily set the distance range to the last zoomed in range in a graph view. Header and column names are optional. === Options === Use the menu command View|Options to open the options dialog. In this dialog you can change the following options: '''Primary Game'''. Select the game you usually use F1PerfView for.<br> '''Path'''. Enter the path for each game you're using. Especially important for LFS as it is needed for the track view, and F1PerfView can't determine its path by itself.<br> '''Use path as default'''. If checked, the file open dialog will default to the game's perf file path. The relative directories is "data\raf" for LFS. If not checked, the current directory will be used.<br> '''Use alternative file dialog'''. If checked, the file open dialog will be replaced by a special dialog that shows lap time, track, lap number and date. It lacks directory browsing, but instead it shows all files recursively at once.<br> '''Flicker-free drawing'''. If checked, the graph view and track view will be drawn without flickering (which is a bit slower).<br> '''Use metrics'''. If checked, all distances/speeds units will be metric, else they will be English.<br> '''Open file with'''. Select the view that each opened perf file will start with.<br> '''Statistics print header'''. The header line that will be printed above the statistics. === Using F1PerfView with LFS === There is a vast and frankly daunting amount of information available from F1PerfView and it’s not presented in the most userfriendly or understandable format. I’m not about to explain everything it can do, mainly because that would take a considerable effort on my part. However I will explain the basics of it so you can play around with it yourself. First, you need to drive some laps in a car of your choice, around a track of your choice, and save a replay of it. When watching the replay, decide on the lap you want to analyse (preferably a clean, fast lap) then, on the lap before, bring up the ingame menu and click on “output lap data”. Enter a filename and click OK. The next time your car crosses the start/finish line, output of lap data will begin and continue until either you end the replay, the replay ends, or your car cross the start/finish line again. Once this has been completed, you will have one or many .RAF (Replay Analyser File) files in your “raf” folder, which is located inside the “data” folder of the main LFS folder (which will be wherever you extracted the game). Assuming you have downloaded and installed F1PerfView (see the link at the start of this guide), you will be able to open these files from within the program. From here you will be presented with “Stat View” a basic table of information and statistics about the lap your drove. There are three other options: '''Graph View''' – the easiest to comprehend and probably the most useful because of this, it allows you to select what information you’d like to display along each access (I’d recommend leaving distance as the x axis for most graphs) and to view a whole wealth of information. Interpreting what it all means though isn’t easy, and deciding how to improve your setup/driving from it, is even harder. I’m sure there must be a guide for F1PerfView out there someone so I won’t go into further detail on the graphs. '''Text View''' – if you’re feeling particularly nerdy, you can view the raw data outputted by LFS and analyse it that way, though unless you actually need proper reading I’d suggest sticking with the graph view. '''Track View''' – this is handy because it allows you to see exactly where on the track you were when a particular piece of information was recorded. So, for example, if you were looking for more grip on a particular corner, you could look up the data when the dot on the map is at that corner and look at the telemetry there to hunt for problems. There are various other buttons which I also won’t explain here – just have a play, everything is quite simple. Finally, another particularly useful option is that you can export data to other formats (namely CSV) so that you can open the data in another application – such as a spreadsheet – for further analysis. == Analyze for Speed == Analyze For Speed is a tool which can be used for displaying and analyzing Live For Speed replays (.raf extension) in a fully 3D-rendered environment. AFS is able to load and play up to six replays simultaneously making it very easy to compare the driving lines. You can also analyze the telemetry data as it is presented at the same time as the replay is played back. Playback speed can be changed as well. The tool has been created by Jay Heggerud up to version 0.05. After that Jussi Mäkelä has taken over the development of AFS.<br> Jay's home page for AFS is http://www.ctd-racing.com/AFS/ The tool develops constantly and you will find bugs in it but please bear with it. Whenever you think you've found a bug, please contact the author: xjussix@ctd-racing.com === Installation === AFS comes with a simple installer, just follow the instructions and you'll be alright. By default AFS will be installed in Program Files\AnalyzeForSpeed. === Features === * Load multiple replays and draw them on the track * "Play" the replays back at various speeds and synchronize replays at custom points on the track * Lap telemetry overlay * Chase & top-down views * User-selectable display units * Under braking the racing line can be optionally be drawn with different colour * AFS will show if loaded lap(s) is a HLVC legal lap or not * AnalyzeForSpeed can now be installed outside the LFS directory === Notes === * Ticking / unticking "Faded racing line under braking" in preferences will come into effect after restarting AFS! * You must also download the SMX files from http://www.liveforspeed.net/?page=analysers === RAF Files === LFS Replay Analysers work by reading a RAF file created by Live for Speed and displaying the data in their own way on graphs or map displays. To create a RAF file, record a single player replay and then watch the replay. At any time during the lap BEFORE the lap you wish to analyse, press ESC and click on "Output lap data" and type in a name for the RAF file. Output will start when the car crosses the finish line. The RAF will be stored in the "lfs\data\raf" folder. === FAQ === ''Why place the dividing line in the middle of the straight?''<br> It becomes obvious that it would be great to place the segment divisions just before a corner. Unfortunately this becomes impossible due to different drivers, cars, and race conditions. The best compromise tends to be somewhere in the middle of a straight. ''But I want to analyze the corner!''<br> Good point. AFS includes the ability for automatic corner detection. It should be noted however that since the corner is automatically detected, this point will vary from replay to replay. <!-- links to other languages --> [[de:Telemetrie]] [[en:Telemetry]] b83e0f4b9b8f60cb7481cd903a83f6c50fc7b9d6 その他ツール 0 1461 1891 2008-05-04T03:55:47Z dankitk 37 wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] http://www.browseforspeed.net Browse For Speed is a free, open-source server browser. It is able to query and join Demo/S1/S2 servers. It differs from mates@track in that it actually queries the master server for a list of servers (it only uses pubstats for some of its features), and is therefore able to show additional information such as ping. It includes a friends list and maintains a list of your favourite servers. Additionally, it can connect to any server via insim, and provides various admin utilities - displays server messages (chat to people in your server externally), a player list and provides ways to kick/ban/spectate players in the server. There have been several contributors to Browse For Speed including translators, testers and code submissions. The main code is maintained by Richard Nelson (wabz), Ben Kenny (Snookle) and Philip Nelson. == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator is a program that allows following the racing on a LFS S2 server without playing on it, or even having LFS installed. It uses the current version InSim, and might require updates when InSim evolves in the future. For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. If you find bugs, feel free to contact the author, but he probably knows them already and is working on it ;) === Keys === '''Tab''' switches cars '''Shift + Tab''' switches cars in reverse order '''Cursor''' move camera in free mode '''Shift + Cursor''' rotate view in free mode '''+ / -''' zoom in / out == mates@track II == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === What is mates@track? === mates@track II (short m@t2) is a little tool whiche shows you the online-/offline status of your LFS-buddies. It also displays the available servers of LFS and some statistics about tracks (e.g. world records) and you buddies (e.g. pb's etc.). === Installation === Extract all files of the zip archive into an empty folder. Start m@t2 by running the file matesATtrack2.exe. If you have a firewall be sure to allow m@t2 to connect to the internet, otherwise m@t2 could not get the online status of your buddies. === How to use m@t2 === In the main window there are two major sections. Left there is the server list and right there are your buddies listed. Move the mouse over any button to get a short description of its function. First of all click on the button "Settings..." to setup m@t2 for your needs. Choose the LFS.exe and customize the interval for checking the online status. To start working, just create a group! To do so click the "Create group..." button. This is the the first button top left (just move over the button to see its description)! You are able to define different groups of buddies. To delete a group choose the "Delete group" button. Use the button "Add mate..." - this is the first button middle left - to add your buddies to the list. It's very important to know the LFS world name of your buddy and to type it correctly. Caution, the LFS world name is case sensitiv! Otherwise m@t2 is not able to determine the online status. Wait until the auto-refresh function updates the server status. It's only possible to get a new server list (on-/offline status) every 60 seconds. If you want to know on which server your mate is driving, just double-click the mate in the right list and the server list will scroll automatically to the certain server your mate is on. If you double-click a server a list will pop up which provides all players who are on the server. == DediGUI 2 == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === What is DediGUI 2? === DediGUI 2 is a little tool, that helps you setting up a LFS Dedicated Server. Because of its nice designed and understandable graphic user interface it's very easy to set up your own server with some clicks. === Installation === Extract all files of the zip archive into the LFS root folder. Start DediGUI 2 by running the file DediGUI2.exe. Now it's possible to set up your LFS Dedicated Server settings by using the graphical user interface. === How to use DediGUI 2 === First of all you have to set up the server configuration. You have to define a hostname (must be unique if using master server) and you should also define an admin password! After setting up the configuration you only have to click on "Launch" to start the server. If you like you can save the setup configuration and load you saved configurations too. With every start of DediGUI 2 the last configuration (dedigui.dss) will be loaded! == BanEditor == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === What is LFS:BanEditor? === LFS:BanEditor, short LFS:BE, is a little tool, which makes it possible to edit your server bans. === Installation === Extract all files of the zip archive into an empty folder of your choice. Start LFS:BC by running the file LFSBanEditor.exe. Now it's possible to edit the bans. === How to use LFS:BanEditor === Click "Open" to open a ban file of your choice.<br> Now you can add/edit/remove or clear the bans. There are two kind of bans. The S2 ban and the S2 Demo ban. For a S2 ban you need the LFS World name of the person you want to ban. For a S2 Demo ban you need the IP of this person. To add a ban just click "Add" and enter the needed data. Be sure to choose the correct kind of ban!<br> To edit a ban click "Edit".<br> To remove a ban click "Remove".<br> To clear all bans click "Clear".<br> Before you exit or choose another ban file you have to save the file by clicking on "Save". Otherwise your cahnges will not apply! == Join2LFS == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === What is Join2LFS? === Join2LFS is a little tool, which makes it possible to join a LFS server by clicking onto the Join-link at LFS World (http://www.lfsworld.com), the famouse and unique statistic website for Live For Speed. === Installation === * Extract all files of the zip archive into the LFS root folder. Start Join2LFS by running the file Join2LFS.exe. * Click on Install to register the link-type lfs://. * Now it's possible to join a server directly from LFS World by clicking on Join beside the server in the server list or in the Live Alert beside you buddy. * Close Join2LFS. === How to use Join2LFS === Click on a Join-link on the LFS World website. Join2LFS will pop up displaying the Server name and a password field. If you like to join a public server with a password (e.g. if you are an admin), just type in the password and click "Join" or leave the password field blank if you don't want to enter a password.<br> If you are about to join a private server (password prodected) the tool tells you that you have to define a password to join this server. If everythings ok just click "Join" to join the server. <br> All defined passwords will be saved in the file SvrPass.data. So if you are about to join a server, which you already joined with a password, the last typed in password will appear automatically. So you do not have to remeber all passwords :) == InSimGuard == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === Installation === Just extract the files in the archiv into an empty folder.<br> Start InSim Guard by double clicking InSimGuard.exe === Configuration === Before InSimGuard is able to get InSim data by LFS you have to setup the following things: Before you connect you have to start LFS with InSim port 44444 (changeable in .ini file). To do so, just start LFS with parameter /InSim=44444 or type /InSim=44444 using the chat function (press "T" to type messages) into LFS. If an admin password is required, or you want to change the ports just edit the InSimGuard.ini file or by hitting the button "Settings". After you setup everything you can click onto the button "Connect". If everything works fine LFS shows the following message: InSimInit port: 44445 (where 44445 is "ListenPort" in the .ini file) <!-- links to other languages --> [[de:Weitere Programme]] == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://www.vehicle-analyser.com === What is VHPA? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === Installation === VHPA comes with an installer, usage should be pretty self explanatory. === How to use VHPA === Please read the PDF manual located in the program's folder for an explanation of al lthe programs features. It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. [[en:Additional Tools]] 863e82bf2a461989a86a56ece0a2f126b5d6b5bc 基本セッティング・ガイド 0 1462 1893 2008-05-04T03:59:13Z dankitk 37 ページ [[基本セッティング・ガイド]] を [[基本セットアップ・ガイド]] へ移動: 英語版の直訳に変更 wikitext text/x-wiki #REDIRECT [[基本セットアップ・ガイド]] 84f67f3501fd799e9455641a54ce8f437a34bc2d トーク:基本セッティング・ガイド 1 1463 1895 2008-05-04T03:59:14Z dankitk 37 ページ [[ノート:基本セッティング・ガイド]] を [[ノート:基本セットアップ・ガイド]] へ移動: 英語版の直訳に変更 wikitext text/x-wiki #REDIRECT [[ノート:基本セットアップ・ガイド]] 2a3c497fa4d0f6caafbc9a6a5738e60530a69798 応用セットアップガイド 0 1437 1896 1677 2008-05-04T03:59:55Z dankitk 37 ページ [[応用セッティング・ガイド]] を [[応用セットアップ・ガイド]] へ移動: 英語版の直訳に変更 wikitext text/x-wiki ''By Bob Smith'' == Introduction == This is an advanced setup guide, by that I mean I won’t be skimming the surface but will be going into lots of detail (where required), so there’s plenty to read here. I’ll try to explain what each setting does so you have an idea of what you are actually adjusting, as well as how to adjust the setting to either its optimum (in terms of lap times) or what best suits your driving style (and ability). I will do my best to explain things clearly, though certain aspects are quite technical and there isn’t really a nontechie way of explaining things. If you are confused by anything, take a deep breath and try rereading the paragraph from the start. If you are still unsure of what I’m saying, feel free to contact me and I will try to explain it better. It could be a good idea to get some idea of the setup options and be used to fiddling with them a little before reading. Chances are you’ve tried anyway. If you spot anything that is incorrect, or know a better way of explaining anything, please let me know: bobsmith@xenocracy.plus.com Remember, setting up your car is always a compromise – altering one setting to what seems the ideal will usually screw something else up. This art form is not about what your settings are, but about getting them to work in harmony with each other, the car, the track and the way you drive. And it’s not easy. Hence the guide. == Brakes == [[image:Brake2.jpg|thumb|Example 1 Brake balance set too high]] [[image:Brake4.jpg|thumb|Example 2 Brake balance set too low]] [[image:Brake3.jpg|thumb|Example 3 Too much force]] [[image:Brake5.jpg|thumb|Example 4 Nearly perfect]] [[image:Brake1.jpg|thumb|Example 5 Controlled]] An essential part of racing is not just going forwards quickly, but slowing down quickly and in the shortest distance possible. Thankfully there are only a couple of adjustments necessary, meaning it should relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''What do they do?'''<br> A) Basically Max per wheel is how strong your brakes are when the brake pedal is fully depressed, while rearfront bias controls how the brake strength is split between the front and rear wheels (a setting of 0% means only the rear wheels are braked, 100% means only the front wheels are braked, while 50% means the front and rear wheels are braked equally). Note that the brakes are only adjustable between 5% and 95%, so two of the examples I just aren’t actually possible in game. The brakes in LFS appear to not have kneepoints, so that’s one less thing to worry about. Q) '''How do I tune them?'''<br> A) To get the brakes nearly perfect, you can just do some trial runs. First, get your tyres up to the optimum temperature because cold tyres lack some grip compared to warmed tyres, so before setting the brakes make sure the tyres are at their optimum temperature. After this, get the car up to speed along a flat surface (Blackwood straight after the dip comes in handy), switch to forces view (press F) and floor the brakes. As a picture is worth a thousand words, these should cut your reading time nicely: ''NB: These screenshots are from v0.3 but there are no differences for the purposes of these explanations.'' '''Example 1:''' Brake balance set too high<br> Here the front wheels have locked, while the rear wheels aren’t helping you slow down much. With the steered wheels locked you are unable to change direction, so the car will plough on in a straight line. Locked wheels will heat up the contact patch of the tyre very quickly, and overheated tyres loose grip rapidly. Big lockups will also cause the tyre to become flat spotted. '''Example 2:''' Brake balance set too low<br> Here the rear wheels have locked. Locking the rear wheels will promote oversteer in the vehicle, particularly if you have a little steering lock applied, so will make you lose control of the car very quickly unless you are good at counter steering. Otherwise say hello to that barrier. Not the best setup to have if you like to trailbrake into corners. '''Example 3:''' Too much force<br> Solution: reduce Max per wheel xxx Nm. Locking all the wheels, while it can stop you the fastest on loose surfaces, is certainly not a good idea as you will be completely out of control, so the car will just do its own thing. You are also unable to determine if you have your brake balance set correctly. '''Example 4:''' Perfect?<br> Well, no, actually. OK so all four wheels are pretty much at their limits, but this is without taking other factors into account (namely engine braking). ''NB: This is using the brake settings from the default setup.'' '''Example 5:''' Controlled<br> This is how I run the car (in this case, the XR GT). What have I changed? Firstly I have reduced the brake strength slightly to prevent the wheels from locking under normal circumstances. More importantly though, I have altered the brake balance to take engine braking into account. RWD cars are best run with the brake balance slightly too forward (see picture), while FWD are best run with the brake balance slightly too rearward. For AWD cars it depends on your torque split setting. This way you gain extra control by downshifting when braking. The earlier you downshift, the more additional braking strength is applied to the driven wheels. If you don’t take this into account when setting up your brakes, the wheels would very likely lock when downshifting. From here you may need to tweak the settings, and to find out if you need to do this, you need to race. Different surfaces have different amounts of grip available, so while you might feel you could increase brake strength in one part of the circuit, you could already be locking the wheels in another. Ideally, you want to set the brake strength so that the wheels will almost lock on the part of the circuit with most grip – and you can vary the amount of brake applied elsewhere. For users with a digital controller for the brakes (i.e. a button), you can either use a lower brake pressure at the sacrifice of ultimate braking power, or use the brake help driving aid, which will prevent lock ups but never brake as well as what you could with a analogue controller. Something else to take into account is downforce (or negative lift, if you prefer), as this increases grip with speed. So while you might not lock the brakes at high speed, they could lock easily at low speeds. Unfortunately there is no way around this if you want to be able to brake as hard as possible at high speeds. It is quickest to set the brakes up for the fastest braking point on the circuit, and be easy on the brakes during slower corners. Also, if you brake from high speed into a tight corner, this means you will be shaving off a lot of speed, and therefore grip. This means that as you brake, you need to slowly be letting off the brake pedals in order to avoid lock ups. There is one more twist to the brake settings story: hills. Circuits, by their nature, go round – so if you go up a hill at some point you are also going to go back down it. The more hilly the track, the more likely it is that you will end up having to brake on an incline. When braking going downhill, more weight is on the front wheels so they can take more brake force before locking and of course this means less weight is on the rear wheels so they are likely to lock, with all the nasty side effects involved. So the frontrear bias would need to be shifted slightly to the front (a higher number). Braking uphill is just the opposite, so the bias would need to be more rearward (lower). Of course, the angle of gradient you are braking on is unlikely to be fixed before every corner on any given circuit, so a compromise is needed. You can never have the brakes perfect for every corner unless the circuit is always flat, so the only way to find what compromise suits your driving best is to experiment. Remember to keep using the forces view to help when adjusting settings. ''NB: you may find it useful to drive without forces, save the replay and watch it in forces view, rather than trying to drive like that.'' == Suspension == Suspension is the main way to tune the handling of your car. Any changes made here will usually mean changing settings elsewhere to maintain optimal levels of performance. === Ride Height Reduction === Q) '''What does it do?'''<br> A) This is the length of the springs fitted to the car when they have no load on them. Q) '''How do I tune it?'''<br> A) This is best to set last out of all the suspension options. To get an idea, if you put all your suspension details in the Suspension Analyser and go to the “Suspension Loads and Travel” section, you can see how much travel you have left. Unused travel is making the car unnecessarily high, which raises the centre of gravity, therefore increasing weight transfer and lowering maximum available grip. However don’t forget to set the G forces before lowering/raising your car. See how much is left under both maximum lateral and maximum longitudinal G forces – you should not run out of travel at any point (NB: apply maximum lateral and maximum longitudinal forces one at a time). If you run out of suspension travel during racing you will hit the bump stops, which can cause unpredictable handling, and if hit hard enough, will damage your suspension. When I say maximum G forces, these depend on the car and the tyre choice see the G force tables in the appendixes. This will give you a baseline figure for ride height. Should you race on a perfectly flat track, this ride height would be fine, but you need to leave room for bumps and lumps in the track. Of course, this varies for different tracks, and the lines you take round them. To perfect this, use F1perfview and bring up a distance vs. suspension travel left graph. Keep raising the front and rear travel until the suspension doesn’t bottom out anymore. You may find it best to let the suspension just bottom out on or two points around the track however (so long as it does not upset the handling or cause damage), if it lets you run the car lower. There is one final thing to consider when playing with ride heights – and this is the angle of static body pitch of the car. Ideally, you want this to be flat (i.e. no pitch) at all times but due to the fact you’re always going to be accelerating or braking this isn’t going to happen (unless you had crazily stiff suspension and steel tyres). Having a positive body pitch (squat) is generally a bad thing as this means the air under the car is being compressed into a smaller space, so will exert an upward force at the rear of the car, reducing grip (ever so slightly). But don’t forget that accelerating makes the car squat a little so it’s probably best to set the car up to have a little static dive – how much depends on the car and your other suspension settings. ''Note: LFS doesn’t actually take this last paragraph into account yet. One day…'' === Stiffness === Q) '''What does it do?''' A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice versa. Q) '''How do I tune it?''' A) Part 1: Suspension frequencies<br> Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load sensitive). High frequencies do the exact opposite. So obviously there is an optimum point in spring frequency – in real life this is known to be around 1.9-2.2Hz for cars around 1 tonne in mass (typical for GT racing cars). That doesn’t automatically mean these frequencies are best for LFS, however. As the weight increases this optimum frequency decreases and vice versa. Since the heaviest car in the game clocks the scales at just over 1.2 tonnes, 2Hz should still be a good point to start from and I wouldn’t recommend dipping much lower. For lighter cars, this optimum point may reach as high as 3Hz, although I wouldn’t recommend going quite that high for any road car in LFS. It’s best to experiment as see what feels best for you. Formula 1 cars are known to use anything in the range of 4 to 8Hz, but there are more reasons for that which I will explain in part 3. A quick note about creating rallycross setups: you want these to be softer, say between 1.7 to 1.9Hz, with plenty of ride height. This is to allow the tyre to follow all the bumps in the track, and can also be attributed to the softer nature of dirt. So where can you find out the suspension frequency? Colcob’s Setup Analyser would show you these figures, but that is only for v0.3 and hasn’t been yet updated for the latest version at the time of writing. It is possible to update that analyser manually by feeding in the appropriate S2 car data, however. Another effect of changing the spring frequency is how it affects the handling. Higher frequencies make the car more responsive to steering input although setting them too high will make the car nervous. Lower frequencies, although making the car less responsive, helps make the car more chuckable (i.e. you can throw it into corners and it won’t mind so much) but going to low will make the car wallow and you won’t be in complete control. So clearly there is a range or useful frequencies to use, and somewhere in the middle of it all there is a sweet spot – though where it is also depends on the driver. Part 2: Car balance<br> The second thing you can do with suspension is alter the balance of the car – which comes in very handy. While at first it may seem that equal frequencies will give neutral handling, this is only the case if the track widths are equal. If the front track width is wider than the rear (as is usually the case), neutrality is found with a slightly higher spring frequency at the rear. Since all real race cars are RWD, it is normally acceptable to use a rear frequency 0.15 to 0.25Hz lower than on the front as this will introduce some basic understeer. It is best to use as little as possible though because due to the nature of slip angles on tyres, a slight amount of oversteer is fastest. The better your throttle control and counter steering abilities, the less understeer / more oversteer you can get away with. For FWD cars you’d want the rear harder than the front by around this amount (or the front softer than the rear – depending how you look at it). If you were trying to make the car more neutral then reduce the difference in frequencies (this isn’t the only setting that affects car balance however (in fact most settings do really), though one of the two main ways, the other being antiroll). I wouldn’t recommend making the difference in frequencies greater than 0.4 or 0.5Hz though – if the car still isn’t handling like you want then either some other settings need changing or maybe your style of driving (but that’s not the purpose of this guide). Part 3: The downforce twist<br> Unfortunately just when you think something seems relatively simple, something else comes and complicates matters. In this case that thing is downforce. With downforce, as your speed increases you are getting air to push the car onto the ground, which is great for grip as you get more force sticking the tyre to the ground without the nasty side-effect of having to haul more weight around. Of course as speed increases there is more force being exerted onto the springs, so the ride height will be reduced (and most likely, it won’t be reduced equally front and rear, so the car pitch changes also). And of course changing ride height alters the camber of the wheels, making it harder to get camber perfect for both high and low speed corners. Note that downforce does not actually affect spring frequencies (contrary to what older versions of the guide stated – these were incorrect), and thus does not affect damping either. This brings me back to the Formula 1 car comment and why they use such high spring frequencies. The first reason is of course they run with huge amounts of downforce, to such an affect that most of the force holding the car to the road is from downforce rather than the weight of the car. Though this does mean the car could drive upside down (say, on the underside of a bridge) which could make for some wacky racing. Getting back to the point, why do cars with downforce need to run stiffer suspension? This is due to the issues I previously mentioned, e.g. changing of ride height, pitch (which in turn affects downforce) and camber. Stiffer suspension means these properties change less as the car goes around the circuit, making it easier to setup. Also downforce is only created when air is travelling over the car in the correct direction. So high slip angles would mean a loss of downforce and for this reason tyres with low optimum slip angles are used. This also means that the cars are going to snap when traction is lost, so higher spring frequencies are used since their benefits (increased car control) are present but their downsides (worse handling over the limit) no longer really matter. Another reason F1 cars use such high frequencies (and very little suspension travel) is that, unlike GT racing for instance, they use soft tyres with fairly tall side walls. It is the give in the side walls that softens the impacts and cushions the driver and allows him to still see clearly (having the suspension frequency too high would otherwise impair the vision of the driver over non-flat surfaces). === Bump & Rebound Damping === Q) '''What do they do?'''<br> A) These are best explained visually:<br> If a weight was placed on top of a spring and released, the position of that weight would be shown by the green line plotted on the graph below. The purple line shows the position of the weight if the spring had some bump (compression) damping. [[image:sus1.gif]] You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but the movement slows while the weight is rising. [[image:sus2.gif]] In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring. A quick note regarding the XF GTi, XR GT, and UF1000:<br> Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced them is in fact the rebound damping value, while the ompression damping is automatically set to 50% of this value. Q) '''How do I tune them?''' A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has started. Some diagrams may help the explanation. [[image:sus3.gif]] The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped. You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically damped suspension has dealt with and recovered from any bumps as fast as possible. [[image:sus4.gif]] This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line). When there damping is set too high, again the spring takes longer to settle to its resting position. However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed. For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping. Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems. The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers? [[image:sus5.gif]] To quote Carroll Smith:<br> ''“The compression stroke controls the motion of the unsprung mass and the extension stroke controls the motion of the sprung mass.”'' In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key. Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving. === Anti Roll === Q) '''What does it do?'''<br> A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs. So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this movement. So in effect your lovely independent suspension is becoming less ndependent the stiffer your antiroll bars are. Having the suspension independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can obviously get away with a relatively stiff antiroll bar before it becomes a problem. Q) '''How do I tune it?'''<br> A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance. Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will induce oversteer when cornering. That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using. As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent. One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t recommend letting this value go much above 1.0. == Steering == === Maximum Lock === Q) '''What does it do?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''How do I tune it?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === Caster & Inclination === ''Inclination is no longer adjustable in LFS'' Q) '''What do they do?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''How do I tune them?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === Scrub Radius === ''no longer adjustable in LFS'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''What does it do?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''How do I tune it?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === Parallel Steer === Q) '''What does it do?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''How do I tune it?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == Wheels == === Toe In === Q) '''What does it do?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''How do I tune it?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== The Front Wheels ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== The Rear Wheels ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === Camber Adjust === Q) '''What does it do?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''How do I tune it?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === Track === ''no longer adjustable in LFS'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''What is it?'''<br> A) The track width is simply the distance between the left and right wheels. Q) '''How do I tune it?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == Final Drive == === Final Drive Ratio === Q) '''What does it do?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''How do I tune it?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''Locked Diff (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''Open Diff'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''Clutch Pack LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''Viscous LSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''Clutch Pack LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == Tyres == === Type === Q) '''What are they?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''How do I tune them?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as low as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === Pressure === Q) '''What does it do?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''How do I tune it?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == Downforce == === Front/Rear Wing Angle === Q) '''What do they do?'''<br> A) Very simply, higher wing angles increase the downforce given at either the front or the rear of the car, at the cost of increased drag. Exactly how much of each is shown in the table next to the sliders. Q) '''How do I tune them?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- links to other languages --> [[de:Erweiterte Setup Anleitung]] c7b85eeb5ffdf8e2a2e6ef7dd99937576e535b28 応用セッティング・ガイド 0 1464 1897 2008-05-04T03:59:55Z dankitk 37 ページ [[応用セッティング・ガイド]] を [[応用セットアップ・ガイド]] へ移動: 英語版の直訳に変更 wikitext text/x-wiki #REDIRECT [[応用セットアップ・ガイド]] d43df668c7ff1779d1ffe10e6baae10448406373 ゲームパッド 0 1447 1900 1771 2008-05-04T04:09:30Z dankitk 37 wikitext text/x-wiki [[Image:Ps2_style.jpg|thumb|PlayStation 2 controller]] ''By duke_toaster, using information from CSU1, Bob Smith, Dustin Dawes, liveforspeedT3K, Samor and other contributers'' '''Note - this guide was written by a user of a PlayStation design controller (2 analog sticks, one directional pad, 4 face buttons and 4 shoulder buttons). The names used for the button in that position on the PlayStation will be used, controller button numbers will vary.''' ===Why axes are important=== Let me warn you straight off the bat - Live for Speed wasn't designed for pads. As with all bona fide racing simulations, LFS was designed for a wheel and pedals set. With a wheel and pedals set, you can give the car half throttle - the pedals aren't buttons, they are linear axes. A button isn't a linear axis - you are either stomping on the pedal or have your foot off. This isn't great as it is difficult to control high powered cars like the Formula V8 off the line - more often than not with a button throttle you will wind up facing the wrong way or - even worse - taking someone else out. Conversely, when braking, you will be more likely to flatspot your tyres. There is no throttle and brake smoothing in LFS, and the throttle and brake help is little use. Fortunately, unless you have modified a VERY old PlayStation 1 controller, you should have analog sticks. ===How to set up a game pad=== ====Calibration, calibration, calibration==== Firstly, calibrate the axes of the thumbsticks. If it isn't off, turn '''calibration lock''' off. Then click on the C next to that axis. Whilst holding it down, move it to its full extents, put it in its central position (let go) and stop holding down that C. Do this for all of the axes. Importantly, '''turn calibration lock back on'''! The last thing that you want is to have steering stuck to one side and a stuck throttle at T1 in a public server ... ====Assigning axes==== After calibrating your axes, assign them. Move the axis on the pad up and down to ensure that that is the right axis. Set the left analog stick left and right (usually X, this may vary) to steering. Then select "combined" for Throttle/brake axes. This way, the throttle and brake will be on one axis. In the middle of the axis, no pedals will be depressed. At one end is full throttle, the other end is full braking. You might want to invert this axis, so that pulling back on the stick will accelerate and pushing forward will deploy the brakes. This can feel easier when coming out of corners. ====Assigning buttons==== This bit isn't rocket science. Click on a command, and click on the button to assign to it. For my money, the things you must have assigned are * Gear up * * Gear down * * Clutch * * Look left * Look right * Handbrake * Pit lane speed limiter <nowiki>* Gear up and gear down are imperative to have, even if you use auto gears. Auto gears is not competitive anyway. The clutch is needed needed to be able to clutch-dump start. Also, should one want to clutch-kick (a drifitng technique), that is possible. However, autoclutch is perfectly sensible, as most people use sequential gears anyhow - real sequential gearboxes do not need a manually operated clutch for gearchanges.</nowiki> ====Wheel turn compensation, sequential gears and others==== Wheel turn should be set to between 90 and 180 degrees, you experiment and use what you feel comfortable with. Wheel turn compensation should be set as high as possible. Set force strength very low or even off, should you like that. Throttle/brake centre reduction should be set moderately high, in the region of around 0.45. ===If you have an Xbox 360 Gamepad in XP=== * I would recommend going and installing the XBCD Drivers ([http://xbcd360guide.50webs.com/guide.html XBCD 360 Installation Guide] [http://xbcd360guide.50webs.com/download.html XBCD 360 Download and configuration files]) * I recommend using this [http://xbcd360guide.50webs.com/configs/xboxtriggersseperate.xgi config] (Right Click and Save As). ===If you have an Xbox 360 Gamepad in Windows Vista=== *Using a Xbox 360 Gamepad in Windows Vista becomes more of a nuisance because Microsoft has a more difficult way of installing the drivers. If you use a 64 bit version of Vista, it's nearly impossible unless when you restart you're willing to select on the boot menu (F8 during boot cycle) the disabling of driver checking, but that's very annoying, and there's no way to disable said feature. *If you use a 32 bit Vista, installing the XBCD 360 Drivers will be a bit different due to Vista using the pre-Installed 360 Drivers, but not much. The first thing you should do is download the drivers first from [http://xbcd360guide.50webs.com/download.html here]. The major change is during installation, Check Installing the debug driver and complete installation, and then go into Device Manager and select the 360 controller under "Microsoft Common Controller for Windows Class", Go to update driver, and find the folder (should be C:\Program Files\XBCD 360\Source Code\Driver) and select the appropriate XBCD Driver and when Vista prompts that this driver is unsigned, have it install anyways. ===Some more considerations=== *Some drivers like to use a little less steering lock on the cars, this is adjustible in the car setup. *If you have an Xbox-style controller, and you have each trigger as a separate axis, you may want to have these as separate axes for throttle and brake so you can trail brake better. *If you use a Logitech Wingman Rumblepad or similar Logitech device, on Logitech profiler you may wish to set your dead zone in the 3%-4% region. [[en:Game pads]] c3a449fae72bb86c284ea907a2b17dbc1b11ae44 その他 0 1465 1902 2008-05-04T04:16:48Z dankitk 37 wikitext text/x-wiki == Training the AI == The AI (Artificial Intelligence) in LFS is very good considering the AI in other Sims, the AI learn as they drive and compete, however the lines they use are quite weird, It appears at slower speed and corners the lines are not bad, but as levels and speed increase, they bounce off walls and do some stupid things. To train the AI you select the level of learning and setup, you want to use and set the track and amount of laps, Scawen has told me the AI learn in all modes as long as 1 lap is completed, He suggests it is a good idea to include a faster and a slower car in the pack to randomize the pack and make the AI work to pass slow etc. He has taken onboard some suggestions for future updates to training such as a progressive training mode that will cycle through a set range of tracks cars and learning levels adding faster and slower cars, so you can set and train overnight / weekends etc in unattended mode. There are five different levels of training availavle from newbie to pro. It appears that there is no cumulative effect or progressive knowledge gained from a previous level, this is based on each .knw file being specific to a track and level, to explain this further, we’ll look into the use of the .knw file, This is found in the knw folder here the stored results of the training for each individual AI is kept. I.E. You train AI 1 at South City Classic in “learner” mode using FXO TURBO car, it saves the completed knowledge file (.knw) as “AI1_FXOTURBO_SthCty_Clssc_LEARNER.knw”, now if we train the same AI1 and car / setup at the higher Pro level it saves a different file “AI1_FXOTURBO_SthCty_Clssc_PRO.knw”. This indicates there is no progressive learning, which is a shame I’d like to see the AI learn from previous levels incrementally, at lower /slower levels the AI have smooth non-wall banging moves, this disappears the moment Quick or Pro levels are introduced. Beware if at a later date you change the AI name from AI x to a proper name like Schumacher or Brock, it will no longer be trained, it depends on the .knw file to be the same name as the AI or that training is not associated with the car, The same doesn’t apply to setups, change the setup with the same AI and it adds that setup to its knowledge base, this is evident when the race starts as there is no “drivers first time” message displayed. The best way to train the AI is to be methodical about it. First determine what level of competence you really are at in LFS in your own driving ability, be honest! Then train the AI at that level to provide you with some good competition and improve your skills. These are the best ways I find to train at first, select your range of cars, I select 8 of one class, maybe gti and add some faster cars and make one GTi real slow by fooling around with the gearing so it can only do 80 mph top! Set the laps to practice, track to whatever and start racing, record the times of the main cars (GTi class) after first flying lap is completed (end of lap 2) and go to bed or away for the weekend. I have made an Excel worksheet for this purpose (Avail at RSC). When you return, record the last lap times in the worksheet I have provided, giving you the improvement time for that car at this level of training. Then end race. This saves the .knw files, repeat for all cars all tracks all levels and then race against the AI at the lower levels till you can pass them under brakes avoid the mishaps and beat them every time, then you move up to the next level of AI, when you can race and beat them at Pro level go online, you are now experienced and safe to race against. Scawen suggests the AI learn to a high level of competence in about 60 laps. <!-- links to other languages --> [[de:Sonstiges]] [[en:Misc]] 56fef323425bc329f5cf62a71d158294e3ecdfea LFS World 0 1466 1903 2008-05-04T04:52:24Z dankitk 37 wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] is a statistics website and extension to Live for Speed. It is where you can view all your recorded online statistics and more. [[image:LFS_World_S2.jpg|thumb|LFS World]] == Home == This opens the '''LFSW Home''' window wich displays some summed stats, the best racer of the moment and the current amount of players online in a 24-hour graph. == Racers & Hosts online == Gives you a detailed list of all currently online servers and players. Additionally you can see the LFS usage graphs with a selectable timespan, or request a signup to the [[InSim_Tutorials#InSim_Relay_usage_information|Insim Relay]]. == Online Racer Stats == Here you can see various stats of any licensed LFS racer. These statistics include:<br> * Some personal info (name, country, birthday...) * Last race information (date, host, track/car...) * Today's/Total stats (travelled distance, laps, races won...) * Online PB's and a laps chart for all tracks == Online Race Results == Shows an overview of all online races of a licensed LFS racer for a given day, or a detailed race information chart, including used car, laptimes, lapcount, pitstops, penalties and of course the final position for each racer. == Hotlaps == In this window you can find anything regarding Hotlaps and World Records. '''Overview:''' This tab shows the recently uploaded hotlaps in chronological order and a list of all WR holders. The former one can be filtered to show all, WR's, top 10 or top 50 placements only. '''Hotlap charts:''' Here you can view all ever uploaded hotlaps for a given track/car combo. This is also the place where you can upload your hotlaps. To do so, first click on the "Browse..." button to select the hotlap replay located on your system, then click on "Upload" which will save your hotlap to LFSWorld. Additionally you can quickly compare two hotlaps by clicking on the "C" located in the hotlap chart. '''WR's:''' Lists the World Records for all configuration/car combos for a given track location. You can download the replay by clicking on the laptime displayed beneath the WR holder's name, or go to the corresponding hotlap chart by pressing the "»" below previously mentioned laptime. '''Racer details:''' In this part of the Hotlaps window, you can see the fastest hotlaps of a certain racer. Furthermore, each hotlap has a time comparison to the current World Record and to the WR Benchmark, which equals the WR + 3% (example: On a track with a WR of 2 minutes, the WR Benchmark would be 2:03.600). '''Ranks:''' The Ranks tab displays several types of hotlapping ranks, which are made up of all the hotlaps that have been uploaded. There are 3 main categories : ''<u>The MHR rank</u>'', which stands for the Main Hotlap Rank, consists of 18 selected and varied hotlap charts. ''<u>The Nutter rank</u>'' is called what it is because of the sheer amount of hotlaps that one has to drive to compete - you must do all of them :) ''<u>The Car ranks</u>'' consist of subcategories for all available cars in S2. Each car has its own rank where again 18 selected configs have to be driven to compete. To see which hotlap combinations must be driven for a rank, please refer to the "RANK INFO" link in the middle of the Ranks tab. ''<u>Personal vs Nation</u>'' The 3 main categories above define what a rank consists of, however there are two charts for every rank : A personal chart and a nations chart. As the names already imply, the personal chart is where you as an individual compete against other hotlapping individuals. The Nations chart is more like a group effort where the emphasis lies on how well hotlappers compete as a nation. The calculations for the nations chart require some further explanation though :<br> -only hotlaps in the top10 of a chart are counted,<br> -only the best 3 hotlaps per country count, to even out the advantage big countries have over small ones,<br> -the handicaps of these counted hotlaps are then summed to form the handicap for a country<br> -additionally, points are awarded for every hotlap - 1st place gets 10 points, 2nd gets 9 points, etc. This way the nations chart gets an interpretation from a different point of view. '''Compare:''' This tab is used to display hotlap comparisons between 2 racers. You cannot select hotlaps directly here - instead, use the Ranks or Details tabs for selection. == My online car-skins == This window allows you to view, upload and delete your online car skins. These skins can then be automatically downloaded by other players when you play online on a server with them, so you don't have to distribute your skins manually anymore. == Some online charts == Provides a monthly (or all-time) top-50 player chart for most distance, laps, won races and finished races. Additionally to that, you can also find the overall track and car usage statistics in here. == LFS Racers database == Here you can search for LFS racers and / or registered LFS teams. This is also the place where you can setup additional personal settings (in the Profile tab), like your birthdate and avatar. '''Buddies''' can be maintained here as well. To add a racer to your buddy-list, enter it in the input-field and click the "Add racer" button. To remove a buddy, click its name in the buddy-list and a menu will appear, showing the option to remove the buddy. == My LFSW settings == This section allows a user to specify personal options such as timezone, units of measure, and privacy. == My LFSW Credit == LFSWorld has some services that must be paid for, such as Premium Statistics and SMS Messaging. This page allows racers to put money in their LFSWorld account to pay for these services, as well as check the amount of money they have left on their account. == Live Alert == '''Live Alert''' is a background process that will check at regular intervals to see if anyone in your buddy list is online in LFS. You can add racers to your buddy list by clicking on just about every racer name you see here on the LFS Desktop (a menu will appear), or you can manually add racers to your buddy list in the 'Your Profile' section of the LFS Racers database. Live Alert also checks if you have received new messages and it refreshes the chatterbox window if it's opened == LFS Messages == Here you can send messages to and receive messages from other LFS users, wich is comparable to e-mail. If you have enough credit, you can even send an SMS message to another LFS player (if the player entered his/her mobile number at the SMS alert page). Sending to any phonenumber either an LFS user or not is also possible. == Chatterbox == Here you can enter short messages to be read by other members viewing LFS World. It's public so keep it clean here. No offensive or adult material should be posted. == Additional LFS World services == === Online status icon === If you want to display your online status on webpages, or forums, by use of an 64*16 pixels icon, you can use the following url to achieve this : http://www.lfsworld.net/isonline.YOURLFSUSERNAMEHERE <br /> This works only for licensed LFS racers. === Pubstat === The Pubstat system allows you to retrieve raw racing statistics through a special webpage. You can then process your own statistics and / or those of others, and for example display them on your own webpage.<br /> Because this is quite an elaborate system, the complete explanation and manual can be found on our forum : http://www.lfsforum.net/showthread.php?t=14480 == Live for Speed SMS text message system == === The system === * can send SMS messages (known as alerts) to your mobile phone when certain events happen. * allows you to send messages to other LFS users, without needing to exchange phone numbers. === What events can send an alert? === You can set up the following types of alert : At http://www.lfsworld.net - click : Live Alert... SMS Alert # Send an alert when a specified LFS racer has been online for a while. # Send an alert when a particular hotlap world record is broken. # Send an alert when a new patch is released. === What about message sending? === You can send text messages to other people : It's a convenient way to send text messages, quicker and easier than typing on a mobile phone. At http://www.lfsworld.net - click : LFS Messages... Send SMS * You can send to any LFS racer who has entered their mobile phone number into the system. * Your own phone number is sent for reply only if you click the box to select that option. * You can also send to Demo Racers who have entered their mobile phone number. * You can also send to any mobile phone number that you type in manually. * Flat rate of £0.10 for all messages - local and international. === Privacy === We will NEVER give your phone number or any other personal information, to anyone unless for some reason we are required by law to give it to an authority. Of course, the exception is if you click the box "send my phone number as reply number" when you type in your message - then your number is included so the recipient can reply to your phone. === Cost === Each MESSAGE you send to someone, and each ALERT that you receive having set up an alert, costs you £0.10. We have given everyone 2 free messages, so you can try it out before deciding to pay for more. To get more than 2 messages, you can pre-pay a minimum of £3 at http://www.lfsworld.net : My LFSW Credit. Another way to send - from within LFS while online at a S1 / S2 host : If you are online and want to ask a friend to join, you can send a SMS from within LFS. It will include your user name and the name of the host you are on. To do this, you must type two commands starting with a slash. /w msg USERNAME (initiates sending an SMS to another LFS racer) /w txt MESSAGE (adds the text and sends it to the racer's mobile phone) === What to do === We recommend you try out the system using your free SMS messages. Feel free to enter your phone number even if you don't want to use the system for your own purposes, so other S2 racers can send you a message if they want to get hold of you when you aren't online. === Improvement suggestions === We are interested to hear about any other types of alert you would like to receive, or any other suggestions you may have for the SMS system: http://www.lfsforum.net/showthread.php?t=8095 <!-- links to other languages --> [[de:LFS World]] [[en:LFS World]] 8bc0aefa27f9ddaf67bd3d99cada1ea8f35bf000 メインページ 0 1 1904 1901 2008-05-04T04:57:52Z dankitk 37 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] Clean Racers Club Rulesへ分割予定 #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] カメラ・ビューへ分割予定 #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] 基本と応用へ分割予定 #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 9e1c4f55152077cecd8cd17e89a4e60d5ce881f2 1914 1904 2008-05-04T07:51:21Z dankitk 37 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] カメラ・ビューへ分割予定 #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] 基本と応用へ分割予定 #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] a7597c87ba693d753eac059c28f50ba584f34a06 1921 1914 2008-05-04T16:46:28Z dankitk 37 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] 基本と応用へ分割予定 #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] d7dd7105110f17356e37431e25bc6798f74ec52e 1923 1921 2008-05-04T16:50:54Z dankitk 37 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継が見れます。 PeerCast "WHRT live" チャンネル[KP YellowPage http://kp.podzone.net/]で視聴可能です。 ※PeerCast視聴については[http://peercast-jp.sourceforge.jp/index.php?stub%2FLGuideIndex]をご覧ください。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e6f3585ef68c2a7c6f58dc727db758071b2c774a 1932 1923 2008-05-10T03:50:27Z highbridge 2 /* PeerCast */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継は終了しました。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Live+Server WHRT Live Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 0cd6db05c313a3667155c2e323ec8ac717eddd14 1933 1932 2008-05-10T03:51:39Z highbridge 2 /* 日本国内 各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継は終了しました。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=LiveForSpeed.Jpn.ch]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e1955887827a733e64a5af5cae5fc32217b6a239 1934 1933 2008-05-10T03:52:42Z highbridge 2 /* 日本国内 各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継は終了しました。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=LiveForSpeed.Jpn.ch LiveForSpeed.Jpn.ch]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 15f9fdd31e07a41bc07156e926d0e8510f7fe446 1935 1934 2008-05-10T03:54:39Z highbridge 2 /* 日本国内 各サーバー状況 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ==PeerCast== WHRTのサーバーはライブ中継は終了しました。 ==[[レース日程]]== 最新のレース予定表です。 ==日本国内 各サーバー状況== [http://www.lfsworld.net/pubstat/live_progress.php?host=LiveForSpeed.Jpn.ch LiveForSpeed.Jpn.ch]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Practice WHRT Practice]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=Oyaji+Racers+Club Oyaji Racers Club]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> [http://www.lfsworld.net/pubstat/live_progress.php?host=LFSC%40JP LFSC@JP]<br> ==その他== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 21d5efbe82229760f519bf829d878ab29e64f308 1946 1935 2009-05-19T05:11:31Z mochablendy 44 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ===日本国内レースイベント=== *[[レース日程]] ===日本国内 各サーバー状況=== *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Practice WHRT Practice]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> ===その他=== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e29803f9e1df90f40dfa9285a5a4db8da06c6fc1 1948 1946 2009-05-20T02:04:27Z mochablendy 44 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*基本ドライビング・ガイド #*応用ドライビング・ガイド #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ===日本国内レースイベント=== *[[レース日程]] ===日本国内 各サーバー状況=== *[http://whrt.jpn.ch/~lfs/jphost.php 稼動状況一覧] *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Practice WHRT Practice]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> ===その他=== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 5d67921548aa473f00fbdf701faeafec7eca98b4 クリーン・レーサーズ・クラブ ルール(旧 はじめに) 0 1467 1905 2008-05-04T05:02:41Z dankitk 37 wikitext text/x-wiki == オンラインレースをプレイするにあたって。CRCとは? == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' 挨拶はきちんとしましょう例:hi/byeなど。 フラッグの意味 ・イエローフラッグ:前方に事故車、若しくは低速車がいる。注意せよ。 ・ブルーフラッグ:自分が周回遅れで、後方から快速車あり。ラインを直ちに空けよ。譲れ。 そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: 権利があるそれらの内部で追い立てるか、または彼らがあなたの余地の中に残すと予想する角の適切な回転に達する前にあなたは先で車とのかなりのオーバラップを確立しなければなりません。 かなりのオーバラップが、あなたの車の態度が中でドライバーの位置を言うために少なくとも、上がっているのを意味する、前方に、車、--それは少なくともそうです。 あなたには、いくつかの事情での、より多くのオーバラップがたぶんあるべきです。 前方に、ドライバー、彼が床に入る前にどんなかなりのオーバラップもなかったなら、少しも干渉なしで彼らの選択のレース線に完全に心がけるべきである権利を持っています。 CR-2: 十分なオーバラップが適切な回転の前に確立されるなら、背中ドライバーは十分なサイドスペースに権利があります。 そして、先では、ドライバーは背中ドライバーの十分なサイド余地を残さなければなりません。 CR-2A: 外部の車には、8211が外で角と#を通るいっぱいに同居する権利があります; ちょうど出口まで、指してください。 出口ポイントに向かった外部に対してそれらを絞るべきではありません。 CR-2B: 内部の車は余地にちょうど出口ポイントまで角を通るいっぱいに権利があります。 頂点領域に向かった内部に対してそれらを絞るべきではありません。 前方に、ドライバーは、もちろんまだ位置を得るために戦うことができますが、背中ドライバーのサイド部屋を維持している間そうしなければなりません。 行く習慣が内部を上げる、前方に、車、彼らが既にあったところに床に入った後に、時々適切な回転がはしけと呼ばれた通過することであることの前にいいえがかなりのオーバラップを確立した、(すなわち、あなたはやり方を過ぎてはしけで運びます。) はしけの通過があなたと他のものの両方のための高いリスク操縦であることを理解してください。 あなたには、はしけのパサーとしてのいかなるどんな権利もありません。 操縦を通過するはしけからの事故を引き起こすと、異議を申し立てられると、あなたは無防備な立場にいるでしょうか? CR-3: どこ、前方に、ドライバー、明確に、どんな先在のオーバラップもあったかどうかにかかわらずドライバーの後ろのaが当然の警告と注意でそれらの位置を攻撃するかもしれないのを一時的な移動に保証することができるくらいの誤りをしたか。 例えば - 先では、ドライバーは、あまりに遅く、ブレーキをかけて、頂点で広い状態でゆっくり動いて、次に、速度などを減少させなければなりません。 オーバラップを先在させるのがあったかどうかにかかわらずこれは有効な一時的な機会でしょう。 しかしながら、まだ、接触を避けるためにすべての必要な注意を払うために、追いついているドライバーの上にかなりの責任があります。 小さい誤り、先では、ドライバーはしかしながら、攻撃の一時的な移動を正当化するとは十分でないかもしれません。 まさしく、前方に、ドライバー、得る、時には形が崩れているしばらくは彼らのそばを明白な状態で通る自動右か同居する右をあなたに与えません。 あなたは、彼らの誤りが安全なパスが行われることができるくらいの機会を提供するかどうかまだ判断しなければなりません。 CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: 先導車には、まっすぐaにそれら自身の線を選ぶ権利があります。 彼らで、それらの位置を保護するためにaで攻撃車を妨げるある手段がまっすぐになるかもしれません--しかし、そして、それらの位置によって影響されたままで攻撃者が残っている限り、その位置を維持しなければなりません。 そして当然、次の角に近づくとき、彼らはもちろん角のための彼らの選択のレース線に戻ることができます。 DD-2: 先導車には、角を通ってそれらの選択の線を持って行く権利があります。 E. G. 彼らはそれらの位置を保護するために角の内部でディフェンシブラインを乗り回すかもしれません、その結果、攻撃しているドライバーに外部を回させようとします。 これは、ブロッキングでなく、正常なレースエチケットの一部です。 DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: すべての必要な注意、危険最小化、およびいかなる他の車も妨げない責任を払うために、完全にひどく傷つけられた車のドライバーの上に重荷はあります。 ひどく傷つけられた車には、他の車の上のいかなるどんな権利もありません。 この規則の目的のためのひどく傷つけられた車はいかなる理由でも正常動作期待の下で実質的に働いている車を意味します。 それは事実上感動的な障害を構成します。 それは、損害が、車のある種の機械的な折損か失敗であるかもしれません入力制御装置の故障、または何でもであるかもしれません。 あなたには、ひどく傷つけられた車を運転している間、事故を引き起こすと、ディフェンスが全くないでしょう。 完全に彼らが、彼らの車の状態による他のものへの事故のリスクが十分高いと信じているなら評価する彼らが退任するべきであるドライバーの上に重荷が続くよりむしろあります。 彼らが、続くのを選ぶなら、彼らがそれらの車の状態による事故を引き起こすなら厳しい刑罰を受けるというリスクは完全に彼等のものです。 ひどく傷つけられた車を運転している間、いつでも本題を外れるのに「道への帰り」であることの次に後の規則を追い立てる、下に、適用してください。 === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. <!-- links to other languages --> [[en:Clean Racers Club Rules]] dce0c265e2be86dab8bcd7d4bc9bc222d367c85a 1906 1905 2008-05-04T05:03:29Z dankitk 37 ページ [[クリーン・レーサーズ・クラブ ルール]] を [[クリーン・レーサーズ・クラブ ルール(旧 はじめに)]] へ移動: 全面更新にあたり、以前の翻訳作業を保存 wikitext text/x-wiki == オンラインレースをプレイするにあたって。CRCとは? == あなたは「クリーン・レーサーズ・クラブ(CRC)」という言葉を耳にしたことはあるでしょうか? CRCはオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。ごくたまにラグ(回線の遅れ)によるものもあります。 例えばレース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることは、よくあることです。 最も明確なルールは以下の通りです。 *'''軽率なドライブはしない。'''<br> *'''常に相手のレーサーを尊敬すること。'''<br> *'''慎重になること。'''<br> *'''少しの忍耐を示すこと。'''<br> *'''自分のドライビング技量を理解して、状況に応じて運転すること。'''<br> '''オンライン上でのレースは必ずしも現実世界のレースと同じではありません。'''<br> '''場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要かもしれません。''' 挨拶はきちんとしましょう例:hi/byeなど。 フラッグの意味 ・イエローフラッグ:前方に事故車、若しくは低速車がいる。注意せよ。 ・ブルーフラッグ:自分が周回遅れで、後方から快速車あり。ラインを直ちに空けよ。譲れ。 そして、おそらく最も重要なルールは、 *'''前を走る車に衝突しない。'''<br> *'''追突の責任は常に後を走っていたドライバーにある。'''<br> 何度も読み返してください。スタートして最初の1コーナーで真っ先に思い出して下さい。 忍耐を学んで下さい。我々は決して羊の群れではないのです! ---- === レース規則 === ==== 規則を知ること ==== K-1: すべてのルールについて一読し理解を深めておきましょう。 ==== 総則 ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは他のドライバーのレースの楽しみを奪ってはなりません。 GC-3: あなたは子供じみた悪ふざけを慎まなければなりません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って正々堂々と戦わなければなりません。 ==== ドライバー名の通則 ==== DE-1: 常にあなたと確認できるオンライン名(ニックネーム)を使用しましょう。 ==== イベントへの参加 (レースのみ)に関する規則 ==== EP-1: ドライバーは、イベント開始の10分前までにはログインしておきましょう。 EP-2: もし出席できない場合は、できるだけ早くサーバー管理者に連絡しておきましょう。 EP-3: イベントのルールはサーバー管理者によってまちまちです。イベントのWEBサイトなどを確認しておきましょう。 === ピットでのエチケットに関する規則 === PE-2: コース上に出るときは十分に安全を確認しなければなりません。 PE-3: ピットアウトしてきた車より、'''コース上の車に通行権'''があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. ==== 接触譲歩に関する規則 ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。 If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利に関する規則 === CR-1: 権利があるそれらの内部で追い立てるか、または彼らがあなたの余地の中に残すと予想する角の適切な回転に達する前にあなたは先で車とのかなりのオーバラップを確立しなければなりません。 かなりのオーバラップが、あなたの車の態度が中でドライバーの位置を言うために少なくとも、上がっているのを意味する、前方に、車、--それは少なくともそうです。 あなたには、いくつかの事情での、より多くのオーバラップがたぶんあるべきです。 前方に、ドライバー、彼が床に入る前にどんなかなりのオーバラップもなかったなら、少しも干渉なしで彼らの選択のレース線に完全に心がけるべきである権利を持っています。 CR-2: 十分なオーバラップが適切な回転の前に確立されるなら、背中ドライバーは十分なサイドスペースに権利があります。 そして、先では、ドライバーは背中ドライバーの十分なサイド余地を残さなければなりません。 CR-2A: 外部の車には、8211が外で角と#を通るいっぱいに同居する権利があります; ちょうど出口まで、指してください。 出口ポイントに向かった外部に対してそれらを絞るべきではありません。 CR-2B: 内部の車は余地にちょうど出口ポイントまで角を通るいっぱいに権利があります。 頂点領域に向かった内部に対してそれらを絞るべきではありません。 前方に、ドライバーは、もちろんまだ位置を得るために戦うことができますが、背中ドライバーのサイド部屋を維持している間そうしなければなりません。 行く習慣が内部を上げる、前方に、車、彼らが既にあったところに床に入った後に、時々適切な回転がはしけと呼ばれた通過することであることの前にいいえがかなりのオーバラップを確立した、(すなわち、あなたはやり方を過ぎてはしけで運びます。) はしけの通過があなたと他のものの両方のための高いリスク操縦であることを理解してください。 あなたには、はしけのパサーとしてのいかなるどんな権利もありません。 操縦を通過するはしけからの事故を引き起こすと、異議を申し立てられると、あなたは無防備な立場にいるでしょうか? CR-3: どこ、前方に、ドライバー、明確に、どんな先在のオーバラップもあったかどうかにかかわらずドライバーの後ろのaが当然の警告と注意でそれらの位置を攻撃するかもしれないのを一時的な移動に保証することができるくらいの誤りをしたか。 例えば - 先では、ドライバーは、あまりに遅く、ブレーキをかけて、頂点で広い状態でゆっくり動いて、次に、速度などを減少させなければなりません。 オーバラップを先在させるのがあったかどうかにかかわらずこれは有効な一時的な機会でしょう。 しかしながら、まだ、接触を避けるためにすべての必要な注意を払うために、追いついているドライバーの上にかなりの責任があります。 小さい誤り、先では、ドライバーはしかしながら、攻撃の一時的な移動を正当化するとは十分でないかもしれません。 まさしく、前方に、ドライバー、得る、時には形が崩れているしばらくは彼らのそばを明白な状態で通る自動右か同居する右をあなたに与えません。 あなたは、彼らの誤りが安全なパスが行われることができるくらいの機会を提供するかどうかまだ判断しなければなりません。 CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === 守備的ドライビングに関する規則 === DD-1: 先導車には、まっすぐaにそれら自身の線を選ぶ権利があります。 彼らで、それらの位置を保護するためにaで攻撃車を妨げるある手段がまっすぐになるかもしれません--しかし、そして、それらの位置によって影響されたままで攻撃者が残っている限り、その位置を維持しなければなりません。 そして当然、次の角に近づくとき、彼らはもちろん角のための彼らの選択のレース線に戻ることができます。 DD-2: 先導車には、角を通ってそれらの選択の線を持って行く権利があります。 E. G. 彼らはそれらの位置を保護するために角の内部でディフェンシブラインを乗り回すかもしれません、その結果、攻撃しているドライバーに外部を回させようとします。 これは、ブロッキングでなく、正常なレースエチケットの一部です。 DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車のドライビングに関する規則 === DC-1: すべての必要な注意、危険最小化、およびいかなる他の車も妨げない責任を払うために、完全にひどく傷つけられた車のドライバーの上に重荷はあります。 ひどく傷つけられた車には、他の車の上のいかなるどんな権利もありません。 この規則の目的のためのひどく傷つけられた車はいかなる理由でも正常動作期待の下で実質的に働いている車を意味します。 それは事実上感動的な障害を構成します。 それは、損害が、車のある種の機械的な折損か失敗であるかもしれません入力制御装置の故障、または何でもであるかもしれません。 あなたには、ひどく傷つけられた車を運転している間、事故を引き起こすと、ディフェンスが全くないでしょう。 完全に彼らが、彼らの車の状態による他のものへの事故のリスクが十分高いと信じているなら評価する彼らが退任するべきであるドライバーの上に重荷が続くよりむしろあります。 彼らが、続くのを選ぶなら、彼らがそれらの車の状態による事故を引き起こすなら厳しい刑罰を受けるというリスクは完全に彼等のものです。 ひどく傷つけられた車を運転している間、いつでも本題を外れるのに「道への帰り」であることの次に後の規則を追い立てる、下に、適用してください。 === 初期過失に関する規則 === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復に関する規則 === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰に関する規則 === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突に関する規則 === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. <!-- links to other languages --> [[en:Clean Racers Club Rules]] dce0c265e2be86dab8bcd7d4bc9bc222d367c85a クリーンなレースをするために 0 1468 1907 2008-05-04T05:03:29Z dankitk 37 ページ [[クリーン・レーサーズ・クラブ ルール]] を [[クリーン・レーサーズ・クラブ ルール(旧 はじめに)]] へ移動: 全面更新にあたり、以前の翻訳作業を保存 wikitext text/x-wiki #REDIRECT [[クリーン・レーサーズ・クラブ ルール(旧 はじめに)]] f443e4aae20a54fd52208597da478797ada5a56f 1908 1907 2008-05-04T05:05:12Z dankitk 37 wikitext text/x-wiki == Clean Racers Club Race Rules == The CRC are well respected in the online racing community and these rules are acknowledged as the guidelines we all should adhere to and strive to drive by. Please think before you blame others, online racing is intense and very competitive and stressful at times, accidents are part of the racing experience and often caused by lag, competitors inattention due to a home phone ringing, family members interrupting them and such things as they cannot control. The most obvious rule is: No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. '''Perhaps the most important rule is:''' No running into the car ahead of you. The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. Please read over and over again. This basically means keep back in first corner after a start, so you know you have room if they misjudge the turn and its your fault if you run into them, learn patience and remember we are not racing for sheep stations! === Race Rules === ==== Knowing the Rules ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== General Conduct ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== Driver’s Name Etiquette ==== DE-1: Always use your recognised online name. ==== Event Participation (competitions only) ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === Pit Etiquette === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === Race General === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== Contact Concessions ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === Corner Rights === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === Defensive Driving === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === Driving a severly damaged car === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === Initial Fault === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === Recovering from an incident === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === Re-entering to the track after running off === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === Running into the car ahead of you === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. [[en:Clean Racers Club Rules]] <br> [[クリーン・レーサーズ・クラブ ルール(旧 はじめに)]] ebb28d100c283aedc1736af2155d10a3076d840d 1909 1908 2008-05-04T05:43:43Z dankitk 37 wikitext text/x-wiki == クリーン・レーサーズ・クラブ ルール == クリーン・レーサーズ・クラブ(CRC)はオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。よくある原因はラグ(回線の遅れ)であったり、レース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることで、それらを制御することはほぼ不可能です。 最も明確なルールは以下の通りです: 軽率なドライブはしない。常に相手のレーサーを尊敬する。慎重になる。少しの忍耐を示す。プログラムの限界を理解して、状況に応じて運転する。 オンライン・レーシング・シムで運転することは、現実世界のレースとあらゆる点で完全に一致するものではありません。場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要です。 '''おそらく最も重要なルールは:''' 前を走る車に衝突しない。後を走るドライバーは、必要とされるすべての注意を払う義務と、前のドライバーに追突しない責任を負う。 何度も読み返してください。つまり、スタートして最初の1コーナーで真っ先に思い出して下さい。 お分かりでしょうが、だれかが方向転換で判断を誤った場合の余地を保持してください。もしそこに衝突したらそれはあなたが悪いのです。 忍耐を学んで下さい。我々は決して羊の群れではないのです! === Race Rules === ==== Knowing the Rules ==== K-1: It’s the responsibility of drivers to make themselves familiar with all the rules that govern the casual race or competition in which they’re entered. ==== General Conduct ==== GC-1: You must compete in a fair and honest manner. GC-2: You must endeavour to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers. GC-3: You must not indulge in bad general behaviour. GC-4: You must not use abusive or offensive language (including but not limited to swearing) in any of the chat or voice facilities. GC-5: You are expected to behave like sporting gentlemen at all times. ==== Driver’s Name Etiquette ==== DE-1: Always use your recognised online name. ==== Event Participation (competitions only) ==== EP-1: Drivers should log onto the race event with at least 10 minutes of pre-race time remaining. If you’re not logged on by then it may be assumed that you’re not attending and your place may be given to another driver who, for any valid reason, may be allowed to take part in the race in your stead. EP-2: If for any reason you know prior to a race you’ll be unable to attend, please advise your Competition Director as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: As a general rule, if there isn’t a stated rule, and then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the Competition Director. === Pit Etiquette === PE-2: Drivers should always take to the track with enough care to avoid any interference with those already on the track. PE-3: Cars on the race track have right-of-way over cars entering the race track from the pits. PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === Race General === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== Contact Concessions ==== CC-1: If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do. CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === Corner Rights === CR-1: You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in. CR-2: If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver. CR-2A: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point. CR-2B: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested? CR-3: Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. === Defensive Driving === DD-1: Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner. DD-2: Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === Driving a severly damaged car === DC-1: The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars. A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever. You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs. If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply. === Initial Fault === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === Recovering from an incident === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === Re-entering to the track after running off === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === Running into the car ahead of you === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. [[en:Clean Racers Club Rules]] <br> [[クリーン・レーサーズ・クラブ ルール(旧 はじめに)]] bc4f2eff5925f6e17a02e2ee0e9bf80101311f67 1910 1909 2008-05-04T07:44:16Z dankitk 37 wikitext text/x-wiki == クリーン・レーサーズ・クラブ ルール == クリーン・レーサーズ・クラブ(CRC)はオンラインレースのコミュニティでよく重んじられています。 これらのルールは、オンラインレースのガイドラインとして広く認められていて、車をドライブする以上必ず守るよう努力しなければなりません。 あなたが他の人を非難する前に考えてください。 オンラインレースをプレイしていると、非常に競争心をあおられ、熱中し強いストレスを感じる場合があります。 事故・アクシデントはレース経験の一部です。よくある原因はラグ(回線の遅れ)であったり、レース中に電話のベルが鳴り出したり、家族の誰かが話しかけてきたりすることで、それらを制御することはほぼ不可能です。 最も明確なルールは以下の通りです: 軽率なドライブはしない。常に相手のレーサーを尊敬する。慎重になる。少しの忍耐を示す。プログラムの限界を理解して、状況に応じて運転する。 オンライン・レーシング・シムで運転することは、現実世界のレースとあらゆる点で完全に一致するものではありません。場合によっては、オンラインレースは現実のレースよりも多くの気配りが必要です。 '''おそらく最も重要なルールは:''' 前を走る車に衝突しない。後を走るドライバーは、必要とされるすべての注意を払う義務と、前のドライバーに追突しない責任を負う。 何度も読み返してください。つまり、スタートして最初の1コーナーで真っ先に思い出して下さい。 お分かりでしょうが、だれかが方向転換で判断を誤った場合の余地を保持してください。もしそこに衝突したらそれはあなたが悪いのです。 忍耐を学んで下さい。我々は決して羊の群れではないのです! === レース規則 === ==== 規則を知ること(Knowing the Rules) ==== K-1: ドライバーは、自分が加入するカジュアル レースや競技会を統治している、すべてのルールをよく理解する義務があります。 ==== 総則(General Conduct) ==== GC-1: あなたは正しいマナーでフェアに競争しなければなりません。 GC-2: あなたは努めて責任ある運転をしなければなりません。レースを破壊し他のドライバーの楽しみを奪ってはなりません。 GC-3: 一般的に悪いとされる振る舞いに夢中になってはいけません。 GC-4: あなたはチャットやボイスチャットで、汚い言葉や攻撃的な言葉を使用してはなりません。 GC-5: あなたは常にスポーツマンシップに則って振舞わなければなりません。 ==== ドライバー名の通則(Driver’s Name Etiquette) ==== DE-1: 常にあなたと確認できるオンライン名を使用しましょう。 ==== イベントへの参加 (レースのみ)(Event Participation (competitions only)) ==== EP-1: ドライバーは、イベント開始の10分前までにはログオンすべきです。10分前までにログオンしていない場合、あなたは欠席と判断され、なんらかの正当な理由であなたの代わりにレースに参加することを許可された別のドライバーに、あなたの場所を譲渡される場合があります。 EP-2: もしなんらかの理由で出席できないと事前にわかった場合、できるだけ早くサーバー管理者に連絡してください。 If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, it may be deemed counter productive to everyone’s best enjoyment to further allocate you a place in the relevant league. EP-3: 一般的なルールとして、定まったルールがない場合、そのイベントに計画的・偶発的に内在するルールが適用されるでしょう。つまり、イベントのルールはサーバー管理者によってまちまちです。 === ピットでのエチケット(Pit Etiquette) === PE-2: すでにトラック上にいる車を妨害しないよう、ドライバーは、トラックに常に充分に注意すべきです。 PE-3: ピットアウトしてきた車より、コース上の車に通行権があります。 PE-5: When leaving your pit stall, you must immediately, and at as sharp an angle as possible so as not to encroach upon any part of an adjacent pit stall, move out and away from the pit stalls lane and into the pit driving lane, exercising due care not to interfere with anyone already in the pit driving lane. PE-6: Cars on the pit driving lane have right-of-way over cars in, and coming out of, the pit stall lane. === Race General === No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your program and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect, and in some cases online sim racing requires even more care. ==== Contact Concessions ==== CC-1: ドライバーの間には、接触があれば、それは成功する見込みがなくてどちらも置きません。しかし、潔白なドライバーの上の場所を作る有罪のドライバーの結果、有罪のドライバーは接触の前に、それらがあったとき善意の当事者が自由に通るのを許容するのがそれらのそれぞれの位置を復職させる接触譲歩をするべきです。 有罪のドライバーが他の非事件関連のドライバーより通して、その結果、位置を発射しなければならない場合、潔白なドライバーがそれらの無くなっているそれぞれの位置を取り戻すのを待っている間の--そして、それは有罪のドライバーがしなければならないことです。(If there’s contact between drivers that doesn’t put either out of the race, but results in the guilty driver making up places on the innocent driver, the guilty driver should make the contact concession of allowing the innocent party to pass freely to re-establish their respective positions as they were before the contact. Even if the guilty driver has to let other non-incident-related drivers past, thus loosing positions, while waiting for the innocent driver to regain their lost respective position - then that is what the guilty driver has to do.) CC-2: If there’s contact between drivers that puts the innocent driver out of the race, but allows the guilty driver to carry on, and then the guilty driver should make the contact concession of retiring from the race as soon they can safely do so. CC-3: If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise usually apply. CC-4: If the appropriate contact concession is not carried out by the guilty party then there’ll be no mitigation of the usual penalties that would apply. Contact concession rules are all about just doing the sporting thing in these types of cases - which is why we apply them. === コーナーの権利(Corner Rights) === CR-1: 権利があるそれらの内部で追い立てるか、または彼らがあなたの余地の中に残すと予想する角の適切な回転に達する前にあなたは先で車とのかなりのオーバラップを確立しなければなりません。 かなりのオーバラップが、あなたの車の態度が中でドライバーの位置を言うために少なくとも、上がっているのを意味する、前方に、車、--それは少なくともそうです。 あなたには、いくつかの事情での、より多くのオーバラップがたぶんあるべきです。 前方に、ドライバー、彼が床に入る前にどんなかなりのオーバラップもなかったなら、少しも干渉なしで彼らの選択のレース線に完全に心がけるべきである権利を持っています。 (You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. Substantial overlap means at least that the front of your car is up to say the driver’s position in the ahead car - and that’s at the very least. You probably should have more overlap in some circumstances. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in.) CR-2: 十分なオーバラップが適切な回転の前に確立されるなら、背中ドライバーは十分なサイドスペースに権利があります。 そして、先では、ドライバーは背中ドライバーの十分なサイド余地を残さなければなりません。(If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must then leave sufficient side room for the behind driver.) CR-2A: 外部の車には、8211が外で角と#を通るいっぱいに同居する権利があります; ちょうど出口まで、指してください。 出口ポイントに向かった外部に対してそれらを絞るべきではありません。(The car on the outside has the right to outside room all the way through the corner – right up to the exit point. They should not be squeezed against the outside towards the exit point.) CR-2B: 内部の車は余地にちょうど出口ポイントまで角を通るいっぱいに権利があります。 頂点領域に向かった内部に対してそれらを絞るべきではありません。 前方に、ドライバーは、もちろんまだ位置を得るために戦うことができますが、背中ドライバーのサイド部屋を維持している間そうしなければなりません。 行く習慣が内部を上げる、前方に、車、彼らが既にあったところに床に入った後に、時々適切な回転がはしけと呼ばれた通過することであることの前にいいえがかなりのオーバラップを確立した、(すなわち、あなたはやり方を過ぎてはしけで運びます。) はしけの通過があなたと他のものの両方のための高いリスク操縦であることを理解してください。 あなたには、はしけのパサーとしてのいかなるどんな権利もありません。 操縦を通過するはしけからの事故を引き起こすと、異議を申し立てられると、あなたは無防備な立場にいるでしょうか?(The car on the inside has the right to inside room all the way through the corner - right up to the exit point. They should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after they have already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, ( I.e. you barge your way past ). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. Should you cause an accident from a barge passing manoeuvre you’ll be in a defenceless position should you be protested?) CR-3: どこ、前方に、ドライバー、明確に、どんな先在のオーバラップもあったかどうかにかかわらずドライバーの後ろのaが当然の警告と注意でそれらの位置を攻撃するかもしれないのを一時的な移動に保証することができるくらいの誤りをしたか。 例えば - 先では、ドライバーは、あまりに遅く、ブレーキをかけて、頂点で広い状態でゆっくり動いて、次に、速度などを減少させなければなりません。 オーバラップを先在させるのがあったかどうかにかかわらずこれは有効な一時的な機会でしょう。 しかしながら、まだ、接触を避けるためにすべての必要な注意を払うために、追いついているドライバーの上にかなりの責任があります。 小さい誤り、先では、ドライバーはしかしながら、攻撃の一時的な移動を正当化するとは十分でないかもしれません。 まさしく、前方に、ドライバー、得る、時には形が崩れているしばらくは彼らのそばを明白な状態で通る自動右か同居する右をあなたに与えません。 あなたは、彼らの誤りが安全なパスが行われることができるくらいの機会を提供するかどうかまだ判断しなければなりません。(Where an ahead driver has clearly made a sufficient error to warrant a passing move a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead drivers gets a bit out of shape at times doesn’t give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place.) === 守備的ドライビング(Defensive Driving) === DD-1: 先導車には、まっすぐaにそれら自身の線を選ぶ権利があります。 彼らで、それらの位置を保護するためにaで攻撃車を妨げるある手段がまっすぐになるかもしれません--しかし、そして、それらの位置によって影響されたままで攻撃者が残っている限り、その位置を維持しなければなりません。 そして当然、次の角に近づくとき、彼らはもちろん角のための彼らの選択のレース線に戻ることができます。(Leading cars have the right to choose their own line down a straight. They may make one move to block an attacking car to protect their position while on a straight - but then must maintain that position as long as the attacker remains affected by their position. Then, naturally, as they approach the next corner, they can of course return to the racing line of their choice for the corner.) DD-2: 先導車には、角を通ってそれらの選択の線を持って行く権利があります。 E. G. 彼らはそれらの位置を保護するために角の内部でディフェンシブラインを乗り回すかもしれません、その結果、攻撃しているドライバーに外部を回させようとします。 これは、ブロッキングでなく、正常なレースエチケットの一部です。(Leading cars have the right to take their line of choice through corners. E.G. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette.) In fact, apart from the restrictions of rule DD-1, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them. === 重度損傷車を運転すること(Driving a severly damaged car) === DC-1: すべての必要な注意、危険最小化、およびいかなる他の車も妨げない責任を払うために、完全にひどく傷つけられた車のドライバーの上に重荷はあります。 ひどく傷つけられた車には、他の車の上のいかなるどんな権利もありません。 (The onus is entirely on the driver of a severely damaged car to take all necessary care, hazard minimization, and responsibility not to interfere with any other car. A severely damaged car has no rights what-so-ever over other cars.) この規則の目的のためのひどく傷つけられた車はいかなる理由でも正常動作期待の下で実質的に働いている車を意味します。 それは事実上感動的な障害を構成します。 それは、損害が、車のある種の機械的な折損か失敗であるかもしれません入力制御装置の故障、または何でもであるかもしれません。 (A severely damaged car for the purpose of this rule means a car that for whatever reason is performing substantially below its normal performance expectations. It constitutes in effect a moving obstacle. The damage may be a mechanical breakage or failure of some kind on the car, or it may be an input control device failure, or whatever.) あなたには、ひどく傷つけられた車を運転している間、事故を引き起こすと、ディフェンスが全くないでしょう。 完全に彼らが、彼らの車の状態による他のものへの事故のリスクが十分高いと信じているなら評価する彼らが退任するべきであるドライバーの上に重荷が続くよりむしろあります。 彼らが、続くのを選ぶなら、彼らがそれらの車の状態による事故を引き起こすなら厳しい刑罰を受けるというリスクは完全に彼等のものです。(You’ll have no defence if you cause an accident while driving a severely damaged car. The onus is entirely on the driver to assess if they believe the risk of an accident to others due to their cars’ condition is high enough that they should retire rather than continue. If they choose to continue then the risk of receiving a severe penalty, should they cause an accident due to their cars’ condition, is entirely theirs.) ひどく傷つけられた車を運転している間、いつでも本題を外れるのに「道への帰り」であることの次に後の規則を追い立てる、下に、適用してください。(If while driving a severely damaged car you drive off the track at any time then the rules on “Returning to the Track” after an off apply.) === 初期過失(Initial Fault) === IF-1: If you make a significant driving error and another driver or driver’s attempts to capitalize on it then you have reduced rights to counter their attack. If one or the other has to give way, it should be the driver who made the initial error. E.g. If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had pre-existing overlap going into the corner. They must leave you room as well of course. This is a bit of a grey area and requires good judgment. Small errors that don’t much materially affect the speed or direction of a car wouldn’t count here. E.g. Simply going a little wide but maintaining race speed while still half on the racing line would not be enough of an error to expect this rule to apply. For the behind drivers - If in doubt - don’t - should apply. You can always protest after the race if you think you’ve been wronged - but once you’re in the wall that’s you race done - and the other guy might protest you and win. So ... Behind drivers shouldn’t push your luck with this rule. === 事故からの回復(Recovering from an incident) === RI-1: The onus is entirely on the driver recovering from any incident that leaves them in any way an obstacle or a hazard to other drivers, to take all necessary care, hazard minimization, and responsibility not to interfere with any cars still on the track and not part of the incident. If you are off the track then the rules on “returning to the track after an off” apply. RI-2: If you’re on the track after an incident and still in an incident recovery mode then you have no rights what-so-ever. You must give way to all non-incident-affected cars until you are fully recovered. An relevant incident may include, but not limited to, being ... Spun out, facing the wrong way, perpendicular to the track, going abnormally slow for where you are on the track, whatever, ... RI-3: You must do everything you can to minimize the hazard your car may constitute as soon as possible. This may mean driving fully off the track if you’re half on it. It may mean moving as fast as you safely can to the non-racing-line side of the track. It may mean retiring from the race as fast as you can do so. Whatever. You will have no defence if you cause another incident whilst recovering from an incident, or being unnecessarily slow at removing the hazard your car may constitute after an incident. Even if the incident was not your fault. All non-incident-affected drivers have right-of-way over anyone recovering from an incident. === コース復帰(Re-entering to the track after running off) === RT-1: The onus is entirely on the driver returning to the track after an off to take all necessary care and responsibility not to interfere with any cars still on the track. RT-2: For these purposes being hard up against and/or ‘stuck’ to a railing or wall constitutes an Off. RT-3: On-track drivers have right-of-way over anyone returning to the track. You can have very little defence if you cause an incident whilst returning to the track. If you leave the track you loose all rights. Even if you left the track through an event that was not-your-fault. RT-4: The returning-to-the-tack-after-an-off period includes the recovery period after the actual off when your car may be physically on the track but still constitutes a hazard to on-coming race-speed traffic while you get up to speed and orientate yourself. RT-5: Do not reverse back onto the track unless it is absolutely unavoidable to do so. You are responsible not to cause an incident if you reverse backwards onto the track. This manoeuvre, if carried out, must be undertaken with great care and penitence. Its probably always desirable to re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation. Special care applies when returning to the track from being stuck against a railing. You may be steering extremely hard angle trying to get unstuck. But what keeps you stuck is your speed. As soon as your speed reduces to a level where you’re able to get un-stuck, if you’re still steering to an extreme angle trying to get off, you will probably suddenly swing out onto the track and maybe even spin. If you do this in front of other drivers you will be held at fault. To get off a wall or railing ... Slow down first to a very slow speed, possibly even steering into the wall to be sure of keeping yourself out of the way or others. Then ease off the railing, very gently, and always give way to all other cars on the track proper. === 前走車への追突(Running into the car ahead of you) === RA-1: The onus is on the behind driver to take all necessary care and responsibility not to run into an ahead driver. RA-2: The ahead driver must not do any malicious or inappropriate braking or slowing. The ahead driver is entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later. They are also entitled to be inconsistent and erratic. Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones etc than do they and should drive accordingly, always maintaining separation. In short, if you are behind someone then you have the responsibility not to run into them. They do not have to try to avoid you. If all else fails, you should run your own car off the track to avoid such a collision. [[en:Clean Racers Club Rules]] <br> [[クリーン・レーサーズ・クラブ ルール(旧 はじめに)]] 5182302d0fafc030ab594272f74788095caa00ac はじめに 0 1410 1911 1870 2008-05-04T07:45:09Z dankitk 37 クリーン・レーサーズ・クラブ ルールを、英語版に習って外だし wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] dca01d14da3964758f8ed35fb5bd974232f47189 1915 1911 2008-05-04T07:57:04Z dankitk 37 /* パッチのインストール */ 英語版に習い、パッチの自動インストール セクションを追加 wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == ===Automatic installation=== # Start LFS # Click on Multiplayer, then click on List of Games # If an update is available a screen prompting this appears # Choose a download mirror from the right side of the screen (Choose a location nearest to you) # The patch will update your LFS===Manual installation=== # A prompt will ask if you want to restart your LFS Note that answering the restart prompt (yes or no) will delete the patch file so if you want to use the same patch file later move it from the LFS folder before answering. ===手動でのインストール=== #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] 9abe6d2b1e81a2c8003871391ae2cd7fa3cfb4f9 1916 1915 2008-05-04T07:58:30Z dankitk 37 /* Automatic installation */ wikitext text/x-wiki == Welcome == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speed S2へようこそ。最新版のリアルなオンライン・レース・シミュレーションは、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されました! このマニュアルは、LFSを始めたばかりの方、また、S1バージョンからやっている方にも、 ゲームをセットアップする上で役に立つでしょう。また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通していて、インストールとセットアップなど、いくつかの最初の章をスキップしたいかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビング・スキルと、レースに勝利するのために読まれることをお勧めします。前置きはこれぐらいにして、それでは始めましょう: Gentlemen, start your engines! == LFS S2について == LFS S2は本格的なレーシング・シミュレーターです。アーケード・モードは無く、ステアリング・アシストもついていないので、実際の車のような感覚で運転しなければなりません。したがって、ステアリング・コントローラでプレイするとことを非常にお勧めします。キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレース・シミュレーターをプレイするなら使うべきでしょう。特にオンラインでは、素早い操作が必要です。 S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == インストール == [[image:download_jp.jpg|thumb]] ウェブサイトからLFS S2のzipファイルをダウンロードして、Windows標準の解凍プログラムか、他の解凍プログラム(WinZipやWinRARなど)で任意のディレクトリーに解凍してください。これでもう準備ができています!使いやすいようにデスクトップにLFS.exeファイルのショートカットを作成してもいいでしょう。 LFSは、CDからも利用可能です。LFSをインストールするために、CDをドライブに挿入してください、インストールが自動的に始まります。自動的に始まらない場合は、『マイコンピュータ』からLFSのCDが入っているドライブをダブルクリックして、setupをダブルクリックして下さい。インストールが始まったら、スクリーンの指示に従ってください。 インストールが終わったあと、なるべく公式LFSサイトhttp://www.liveforspeed.net から最新のパッチをダウンロードして下さい。これらのパッチはバグの修正をしていたり、新機能が追加されているかもしれません。 == パッチのインストール == ===Automatic installation=== # Start LFS # Click on Multiplayer, then click on List of Games # If an update is available a screen prompting this appears # Choose a download mirror from the right side of the screen (Choose a location nearest to you) # The patch will update your LFS # A prompt will ask if you want to restart your LFS Note that answering the restart prompt (yes or no) will delete the patch file so if you want to use the same patch file later move it from the LFS folder before answering. ===手動でのインストール=== #Live for Speedがインストールされているフォルダにパッチをダウンロード #右ボタンをクリックして、「ここへの解凍」を選んでパッチを解凍し上書き #LFS.exeを実行 [[Image:Install p to u.gif]] == はじめかた == [[image:Firsten.jpg|thumb|The first start]] インストールと、最新のパッチのインストールが終わると、すぐにLive for Speed S2を始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを選択するよう尋ねてきます。また右側のドライバーの下の矢記しをクリックしてモデルを変えることができます。 ヘルメットの色は、規定の中から選ぶことが出来ます。あるいは、『HE-TDUK』(使用中のスキンの名前)をクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラー == [[image:First2en.jpg|thumb|Setting up your controls]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed S2の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|Welcome to Live for Speed!]] LFSをアンロックするには、公式のウェブサイト http://www.liveforspeed.net に登録する必要があります--スタートページの上部のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speed S2をアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed S2! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- links to other languages --> [[en:Introduction ]] [[de:Einleitung]] e8e209231ca247407155e0607c512d821cc48d8e トーク:クリーンなレースをするために 1 1469 1912 2008-05-04T07:47:22Z dankitk 37 wikitext text/x-wiki 原文、長ったらしい上に、言い回しがあいまいで、ぜんぜん役に立たん。(dankitk) c09874af384197c4672c965bd372c24586607bd0 1913 1912 2008-05-04T07:50:39Z dankitk 37 wikitext text/x-wiki 原文、長ったらしい上に、言い回しがあいまいで、ぜんぜん役に立たん。 前のひとが、機械翻訳をつっこんだまま挫折した気持ちがなんとなくわかるです。(dankitk) 19daf812c6a2ed17fcbf5cda9a4430ebaad98d13 カメラ視点 0 1470 1917 2008-05-04T15:48:35Z dankitk 37 wikitext text/x-wiki There are five different camera views available in LFS. You can switch between them by pressing 'V', or 'Shift+V' for reversed rotation. Besides these predefined views, you can also [[Options#Setting_up_a_custom_camera|create a custom view]] per car, allowing for a wide range of possible view angles. == In-Car == [[image:LFSViewInCar.jpg|thumb|In-Car camera view]] Probably the most used and most realistic camera view available in LFS. This view puts you directly into the virtual driver's helmet, letting you only see what a real person sitting in the car would be able to see. Depending on your player settings, this view can either place you on the left or on the right side of the car. <br><br><br><br><br> == Custom == [[image:LFSViewWheels.jpg|thumb|Custom View]] The second most used view in LFS, removing all but the car's wheels from the display. Some people prefer this setting, as it doesn't block your view like the In-Car one does. Besides that, it also increases the sense of speed because you see the ground zipping by and it can help keeping your framerate up on older systems. <br><br><br><br><br> == Chase Cam == [[image:LFSViewChase.jpg|thumb|Chase camera view]] Most prominent in arcade games, this is a seldom used viewing angle in LFS. Some people prefer this one to know what's going on around the car, without having to resort to the look-left/right feature. <br><br><br><br><br><br> == Top-Down == [[image:LFSViewTopDown.jpg|thumb|Top-Down camera view]] Probably never used while racing, this can be a nice view when analysing replays to find out who caused the T1 mayhem this time. <br><br><br><br><br><br> == Spectator / TV Camera == [[image:LFSViewCamera.jpg|thumb|Spectator / TV camera view]] Like the name suggests, this is a view similar to what you see on TV while watching races. There are multiple fixed points around the track, switching to the next one as the currently focused car gets out of view of the previous camera. Most probably not the best choice for racing, but rather nice for watching replays. <!-- links to other languages --> [[de:Kameraansichten]] [[en:Views]] 159a9432ec091347a4b1d99c6305074135cdca28 1918 1917 2008-05-04T16:04:13Z dankitk 37 wikitext text/x-wiki LFSでは5つのカメラ・ビューを利用できます。'V'キーまたは'Shift + V'キーで正順、逆順に切り替えできます。これら最初からあるビューに加え、 車種ごとに画角の広さも変更可能な[[オプション#カスタム・ビューモード(custom)|カスタム・ビュー]]も作成できます。 == 車内(In-Car) == [[image:LFSViewInCar.jpg|thumb|In-Car camera view]] Probably the most used and most realistic camera view available in LFS. This view puts you directly into the virtual driver's helmet, letting you only see what a real person sitting in the car would be able to see. Depending on your player settings, this view can either place you on the left or on the right side of the car. <br><br><br><br><br> == カスタム == [[image:LFSViewWheels.jpg|thumb|Custom View]] The second most used view in LFS, removing all but the car's wheels from the display. Some people prefer this setting, as it doesn't block your view like the In-Car one does. Besides that, it also increases the sense of speed because you see the ground zipping by and it can help keeping your framerate up on older systems. <br><br><br><br><br> == 追尾カメラ == [[image:LFSViewChase.jpg|thumb|Chase camera view]] Most prominent in arcade games, this is a seldom used viewing angle in LFS. Some people prefer this one to know what's going on around the car, without having to resort to the look-left/right feature. <br><br><br><br><br><br> == トップ・ダウン == [[image:LFSViewTopDown.jpg|thumb|Top-Down camera view]] Probably never used while racing, this can be a nice view when analysing replays to find out who caused the T1 mayhem this time. <br><br><br><br><br><br> == 観覧者 / TVカメラ == [[image:LFSViewCamera.jpg|thumb|Spectator / TV camera view]] Like the name suggests, this is a view similar to what you see on TV while watching races. There are multiple fixed points around the track, switching to the next one as the currently focused car gets out of view of the previous camera. Most probably not the best choice for racing, but rather nice for watching replays. <!-- links to other languages --> [[de:Kameraansichten]] [[en:Views]] 4399b316db6b176d9a7e61a418f1f3cc5d30ee21 画面表示 0 1411 1919 1836 2008-05-04T16:31:43Z dankitk 37 /* オン・スクリーン */ wikitext text/x-wiki 表示する項目は Options - Display で自由にカスタマイズできます。<br> また'''「Shift」+「F」''' キーですべての画面表示をOFFにすることも出来ます。 == オン・スクリーン == [[image:on_screen_jp.jpg|thumb|レース画面]] '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :グレー: あなたより1周以上後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 Note: The colours are configurable, so may not match those shown above. '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 このレートは決して30未満にすべきではありません。30を下回と動きがギクシャクし始めます。グラフィックのディテールを少し落とすチューニングで、FPSを改善できます。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 2/5 は5周のレースであなたが2周目であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行済みの周回数を示します。 '''Total:''' トータルタイム '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' :緑色: アクセル - アクセル バタフライの位置であり、アクセル ペダルの位置ではありません。ただほとんどの場合これらは相関しています。<br> :赤色: ブレーキ - ブレーキ ペダルの位置。ブレーキ システムの圧力と比例します。<br> :青色: クラッチ - クラッチ ペダルの位置。自動クラッチだとペダルと無関係にバーが動く原因になります。<br> :グレー: ハンドブレーキ - 場合によってかけることでしょう。レース開始時はグリッド上でうろつくのを防ぐため自動的に適用されます。 '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! == 視点の切り替え == *'''V'''キーまたは'''Shift + V'''キー *'''Shift + U'''モードを使用すれば、コース上自由に移動できます。 *また、ボタンルック([[オプション]]参照)を使用すると、走行中左右・後方を見ることができます。 == コックピット視点 == [[画像:view_cockpit.jpg]]  ドライバーの視点です、W,E,Rで左右が見れます。 == カスタムビュー == [[画像:view_front.jpg]]  自分でいろいろな視点に変えられます。 ボンネットの視点や、オンボードにしてもいいでしょう。 == 後方視点 == [[画像:view_back.jpg]] 初心者は幅がわかりやすいのでこの視点が使いやすいです。 == ヘリカム視点 == [[画像:view_heli.jpg]] リプレイなどにおすすめです。 == TVカメラ == [[画像:view_TV.jpg]] リプレイを見るときに使うといいです。 == Shift + U モード == <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] 4fce447dfb3cf79b9661cd2f8bba3b53cd17834c 1920 1919 2008-05-04T16:44:55Z dankitk 37 wikitext text/x-wiki Live for Speed内で成功するには、コクピットの計器と画面上の情報をよく理解することが極めて重要です。 表示する項目は Options - Display で自由にカスタマイズできます。「Shift」+「F」キーですべての画面表示をOFFにすることも出来ます。 == オン・スクリーン == [[image:on_screen_jp.jpg|thumb|レース画面]] '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :グレー: あなたより1周以上後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 Note: The colours are configurable, so may not match those shown above. '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 このレートは決して30未満にすべきではありません。30を下回と動きがギクシャクし始めます。グラフィックのディテールを少し落とすチューニングで、FPSを改善できます。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 2/5 は5周のレースであなたが2周目であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行済みの周回数を示します。 '''Total:''' トータルタイム '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' :緑色: アクセル - アクセル バタフライの位置であり、アクセル ペダルの位置ではありません。ただほとんどの場合これらは相関しています。<br> :赤色: ブレーキ - ブレーキ ペダルの位置。ブレーキ システムの圧力と比例します。<br> :青色: クラッチ - クラッチ ペダルの位置。自動クラッチだとペダルと無関係にバーが動く原因になります。<br> :グレー: ハンドブレーキ - 場合によってかけることでしょう。レース開始時はグリッド上でうろつくのを防ぐため自動的に適用されます。 '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === F9 F10 F11 F12 === Using the F9-F12 keys, you can switch through the four on-screen displays for tyre temperature & wear, damage, live settings and pit strategy. Press the button again to turn off the display. === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! === コネクション・リスト === This screen is shown by pressing N, which will alternate between names over cars, no names over cars, and the connections list. It shows who is connected to the server, what control system they are using, allows you to send and receive setups, and perform driver changes in the pitlane. '''Controller Type:''' The letters W, M, Kn and Ks are used. W means wheel, M means mouse, Kn means Keyboard Normal and Ks means Keyboard Stabilised (where the computer will attempt to provide mild steering assistance in some circumstances). This display corresponds to the setting in LFS on the other driver's computers. It is possible for a mouse user to use the wheel/joystick setting, so this display cannot be considered definite fact. Right-clicking on the controller type next to a driver's name will switch the view focus to that driver. <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] c4392beb4c30de6d56aea662d3669466ee7c54d8 1924 1920 2008-05-05T13:28:06Z dankitk 37 /* オン・スクリーン */ プラクティスのLapsを修正。 wikitext text/x-wiki Live for Speed内で成功するには、コクピットの計器と画面上の情報をよく理解することが極めて重要です。 表示する項目は Options - Display で自由にカスタマイズできます。「Shift」+「F」キーですべての画面表示をOFFにすることも出来ます。 == オン・スクリーン == [[image:on_screen_jp.jpg|thumb|レース画面]] '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :グレー: あなたより1周以上後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 Note: The colours are configurable, so may not match those shown above. '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 このレートは決して30未満にすべきではありません。30を下回と動きがギクシャクし始めます。グラフィックのディテールを少し落とすチューニングで、FPSを改善できます。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 2/5 は5周のレースであなたが2周目であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行中の周回数を示します。 '''Total:''' トータルタイム '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' :緑色: アクセル - アクセル バタフライの位置であり、アクセル ペダルの位置ではありません。ただほとんどの場合これらは相関しています。<br> :赤色: ブレーキ - ブレーキ ペダルの位置。ブレーキ システムの圧力と比例します。<br> :青色: クラッチ - クラッチ ペダルの位置。自動クラッチだとペダルと無関係にバーが動く原因になります。<br> :グレー: ハンドブレーキ - 場合によってかけることでしょう。レース開始時はグリッド上でうろつくのを防ぐため自動的に適用されます。 '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === F9 F10 F11 F12 === Using the F9-F12 keys, you can switch through the four on-screen displays for tyre temperature & wear, damage, live settings and pit strategy. Press the button again to turn off the display. === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! === コネクション・リスト === This screen is shown by pressing N, which will alternate between names over cars, no names over cars, and the connections list. It shows who is connected to the server, what control system they are using, allows you to send and receive setups, and perform driver changes in the pitlane. '''Controller Type:''' The letters W, M, Kn and Ks are used. W means wheel, M means mouse, Kn means Keyboard Normal and Ks means Keyboard Stabilised (where the computer will attempt to provide mild steering assistance in some circumstances). This display corresponds to the setting in LFS on the other driver's computers. It is possible for a mouse user to use the wheel/joystick setting, so this display cannot be considered definite fact. Right-clicking on the controller type next to a driver's name will switch the view focus to that driver. <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] 5961ca9a8c9b2022e1e014b35730224d61ecba3c トーク:ドライビングガイド 1 1471 1922 2008-05-04T16:50:35Z dankitk 37 wikitext text/x-wiki 基本と応用へ分割予定 d4b5d103280974db93a3e4e1e19e2e63195e596d 初期化 0 1453 1925 1899 2008-05-06T06:27:47Z dankitk 37 /* Development process from scratch */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== Track day ==== [[image:Moby4.jpg|thumb]] Out on the track for the first day. You must have certain elements under control. The setup must be looked at roughly. If you are totally blank on information for the vehicle, just set everything with suspension, steering, aerodynamics and differential at medium. Is it a fast track or slow track? That decides what to start with in the gearbox. Amount of laps you think you will run and then fill the gas tank accordingly. ===== ステップ ===== # Prepare. When out on the first lap I always turn on the tire temperature screen(F9). Here you can see the different temps of the tires. Blue means they are cold. Now always allow the first lap to heat up the tires, any feedback you get from cold tires is useless. Green means they are coming into optimum range. Red means they are getting too hot and black means you have a puncture. # Test properly. Now you should be on your second lap. Tires should show green. After the first lap you should have a rough feel for the car. Testing properly means you run at race tempo. Going slower will not result in correct tire data or balance, going faster means you will end up in a wall. During the second lap you make mental notes of each corner. Noting balance, brakes and revs thru the corners. # Data handling. Coming in on third lap you have two choices. ## Go on to drive until you have mental notes of all corners. ## Stop, check temperatures and make notes of them. Correct camber according to (1.2.3). A constant eye on tires and temp. are a must during all testing, you should always make sure you have optimum camber. Doing a qualification setup can mean running more camber than usual. ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 5f41397b59939aa3e6366ce8bab3f2dcd18190fe 1926 1925 2008-05-06T06:42:31Z dankitk 37 /* Track day */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 あなたが思う周回数まで走行したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # Prepare. When out on the first lap I always turn on the tire temperature screen(F9). Here you can see the different temps of the tires. Blue means they are cold. Now always allow the first lap to heat up the tires, any feedback you get from cold tires is useless. Green means they are coming into optimum range. Red means they are getting too hot and black means you have a puncture. # Test properly. Now you should be on your second lap. Tires should show green. After the first lap you should have a rough feel for the car. Testing properly means you run at race tempo. Going slower will not result in correct tire data or balance, going faster means you will end up in a wall. During the second lap you make mental notes of each corner. Noting balance, brakes and revs thru the corners. # Data handling. Coming in on third lap you have two choices. ## Go on to drive until you have mental notes of all corners. ## Stop, check temperatures and make notes of them. Correct camber according to (1.2.3). A constant eye on tires and temp. are a must during all testing, you should always make sure you have optimum camber. Doing a qualification setup can mean running more camber than usual. ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 6144185bcc66c3600e7346fd7a53c905b0593254 1927 1926 2008-05-06T08:38:04Z dankitk 37 /* ゼロからの開発 */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 あなたが思う周回数まで走行したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。ここでは、最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] e821cd2f5a2840727f5e66b2189162a369844caf 1928 1927 2008-05-06T08:41:07Z dankitk 37 /* ステップ */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 あなたが思う周回数まで走行したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== When you’re in the garage you think back on your mental notes. What was the biggest problem? Adjust only one thing at a time, mixing things will often result in over doing it and not knowing what did what. Go thru steps 1,2,3 again. Change one thing and repeat. Now what to tune first. I have here a list of what I focus on. I usually go thru the list pretty quickly the first time, to get a good base to work from. Keep in my mind that I’m constantly changing the camber during these changes. # Brakes # Springs # Anti-roll bars # Aerodynamics/Gearbox # Dampers # Steering, caster, parallel steer # Tire pressure Most changes will result in effecting other things on your setup, keep in mind you may have to go thru the list a couple of times. Aerodynamics has such large influence on top speed and cornering speed that you should try and adjust the gearbox to suit the different aero settings you are testing. Making sets are time consuming. In the end you will have a set that perfectly suits you which is the aim of this guide. == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 2a96725e4e115a5bde27ba45295f7f641526c325 1929 1928 2008-05-06T12:23:50Z dankitk 37 /* 解析 */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 あなたが思う周回数まで走行したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 2de42124e1f844503ac16bdf8bfc8ab99532951c 1930 1929 2008-05-06T12:28:47Z dankitk 37 /* クイックリファレンス */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 あなたが思う周回数まで走行したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 4582651fc122b47840f23e77dac13514fcfda118 1931 1930 2008-05-06T12:31:22Z dankitk 37 /* トラック・デイ */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 The conclusion is this: 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 866d03cc8c3dcd0312f2915031f7fcc09c9a3191 1938 1931 2008-05-14T16:03:40Z dankitk 37 /* ダンパー */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回する直前で最大の力を加えたときに、ロックし始める車輪が欲しいはずです。(訳注:自信なし。When you apply max force you want the wheels only to start locking right before you turn into the corner.) 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] e90fe4a15de8cea63048c5b4df4aad7bfcb936f5 1939 1938 2008-05-18T09:37:30Z dankitk 37 /* ブレーキ */ 主語はyouでなくthe wheelsと解釈して修正。 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアのリバウンドダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントのリバウンド ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回し始める前にあなたが望む最大の力を加えたとしたら、車輪はただロックしてしまうだけです。 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 753c6ed28fb6f16d51d906a0b9e8daa2d11da6a7 1944 1939 2008-08-30T09:59:32Z dankitk 37 /* ダンパー */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアの伸び側ダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントの伸び側ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回し始める前にあなたが望む最大の力を加えたとしたら、車輪はただロックしてしまうだけです。 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー出口でアンダーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 0a9ec5881661d86b0ca036a49ccc181c6bf8af8b 1945 1944 2008-08-30T10:10:47Z dankitk 37 /* クイックリファレンス */ 間違ってたので校正 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアの伸び側ダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントの伸び側ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回し始める前にあなたが望む最大の力を加えたとしたら、車輪はただロックしてしまうだけです。 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === Endurance setup === In these days long distance races are popular. It’s a mix between having a good set and good consistent driver. Making tires last is a complex thing and it’s different depending on combo. Full tank balance is different to empty tank balance and so on. ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー入口でオーバーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 959c14b8c02ba1635491b73eee65c61b90593858 Host チュートリアル 0 1432 1936 1665 2008-05-10T08:48:09Z dankitk 37 /* Routers guide */ 英語版へのリンクを追加 wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Hosting#Firewalls|Firewalls]] * [[Hosting#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> == Host commands == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === Simple commands with no parameter === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === Commands with a parameter - entry screen mode === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high /autox X :load autocross layout named X for this track /axclear :clear autocross layout === Commands with a parameter - any time === /axlist X :get list of layouts for track X - e.g. AU1 /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === Kick and ban commands - any time === /spectate X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === Penalty commands - during a race === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X === Host settings commands === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :see below : "Car Strings" === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. == How to play LFS on a LAN == ''by danowat'' Firstly you need to decide which PC will HOST the game, go to this PC and find out its IP address, you can do this by going to START, RUN, CMD, IPCONFIG /ALL. [[image:Lan1.jpg]] Note down your IP address, it should be in the range 192.168.0.0, if it isnt then you either need to set it to a proper LAN IP range (192.168.0.0), or if you have XP (certainly PRO, not sure if it works in HOME) you can assign more than one IP address. [[image:Lan2.jpg]] Once you have the IP address changed and/or noted, you can now proceed in starting LFS on the HOST machine, click the Multiplayer button, then click Start new game, you will be presented with this screen. [[image:Lan3.jpg|800px]] Notice at the top you have 3 options, LOCAL, INTERNET and HIDDEN, as you are making a LAN only game click LOCAL, game name can be anything of your choosing, but CAN'T be blank, password can be left blank, IP address MUST be the same is the IP address on the host machine, and port needs to be a port that is open on your firewall, here I have 63392, yours may be different but you MUST note down which port you use. Select the other settings to your preference and click GO, once the game has loaded go to each CLIENT machine and proceed to join the game on each CLIENT machine. Again, the CLIENT machines MUST have a valid IP range, if not change or add as described earlier. Click Join Specific game, next click LOCAL NETWORK, enter the HOST IP address,the HOST port and the HOST password, now click go and you should connect to the host machine, if you don't and get client connect either your firewall is blocking the traffic on either HOST or CLIENT machine, or your IP address/port selections are wrong. [[image:Lan4.jpg|800px]] It certainly works on a LAN, but it just takes a little time to get it running. == Hosting for Dummies == A beginners guide to hosting. This little guide is written to help people understand the basics of hosting. I have tried to keep away from the technical babble, but some basic knowledge is needed, so lets go on to chapter one: Internet basics. === Internet Basics === All Internet communications is using 3 main parts: IP addresses: This is the address you have, or the address of the host you are connecting to. Ports are used to keep traffic separated, and give the ability to have several services (like http @ port 80, https @ port 443) or programs running at one IP-address. Protocols are the “language” used. For LFS we need TCP and UDP. TCP is using “Handshake” for each packet, so that every packed delivery is confirmed. This creates more traffic, but is reliable and sender knows that data was delivered. TCP also resends packets that were lost automatically. LFS uses TCP for control data, like race restarts. UDP is just sending packets, and hope they arrive at the recipient. It’s much quicker method, but unreliable. LFS uses UDP for sending car position data. To be able to communicate we need some hardware: NIC: Network Interface Card, or for short: Network card. Routers keep track of where to send the traffic. Some services: DNS Dynamic Name Server, this helps you to use names for hosts, so you just need to remember www.google.com, instead of 66.102.11.99 (Google’s IP-address) DNS is not necessary for LFS, but used for almost everything else … Security: Firewall is a system or program used to only let approved traffic thru. And finally, some other terms used: DHCP, Dynamic Host Configuration Protocol. This is assigning a unused IP-address automatically, helping to reduce the number of unused IP-addresses. Some ISPs force a new IP-address every now and then. Public IP is the IP-address you use to connect to the Internet, or the IP you connects to. This must be a unique address (You will be assigned this from your ISP using your ISP’s DHCP-server) Also called “outside” Private IP Your home router assigns you a Private IP, this address is within some specific ranges, a common used range is: 10.x.x.x , the second range, the most common default for your typical home router is 192.168.x.x, The third range is 172.16-31.x.x. Also called “inside” NAT Network address Translation. This is a very clever system; it protects you very well from the Internet, and gives you the possibility to have several PC’s on the “Inside” [PC1] --> [PC2] --> [Router with NAT] --> Internet [PC3] --> When using NAT your Private IP address is translated to your Public IP, making it possible for you to get on the net Lots of stuff, and new words, but its needed to understand why you need port-mapping. Lets move on to “How it works” === How the Internet works === A simple sample, direct connection to the Internet: [PC1] --> [Internet] --> [www.google.com] Your PC has a valid Public IP, and you want to browse google’s web pages Your PC first makes a DNS lookup to find Google’s Public IP. Http is using Port 80, so your PC connects to Google’s public IP at port 80 and you can read the page. What you don’t see is that your PC is using an unused port above 1024 to connect to google, lets say, port 1050, so what really happens is: Your PC opens port 1050 for outgoing traffic, and sends a “Get” request to google’s web server at port 80. The server opens the file and sends it back to your client at port 1050. A sample with NAT, Connection with a router: [PC1] --> [PC2] -- [Router with NAT] --> [Internet] --> [www.google.com] [PC3] – Your PC has a valid private IP, and your Router has a valid Public IP Your PC request a page at Google, it uses a port over 1024, lets reuse 1050. The request goes thru your Router, and is translated to your routers public IP, with a new port, lets say the request that reaches google.com is from your routers public IP at port 23050. Google answers back to your routers public IP at port 23050, and it remember that it was your PC, at its Private IP and at port 1050 the request came from and sends the data back to your PC’s Private IP at port 1050. LFS's default server port is 63392, which means your PC uses a port higher than 1024 and connects to the LFS hosts IP at port 63392. LFS can be set to use any port. Still hanging on? Lets move on to Security === Security === Security is a BIG issue when connected to the Internet. “Out there” you have hackers and Internet spreading viruses that wants to spoil your fun, it’s just like the demo servers ;) To protect yourself you must use a firewall. The most common thing is the built in firewall in Windows XP. This is turned on when enabling the Internet connection sharing function. Windows XP SP2 also turns the firewall on by default. Another common solution is a “Personal Firewall” This is an application you run on your computer. Making sure that only approved programs can access the Internet. The usual way is: when a “new program” request a internet connection, a dialog pops up asking you to grant or deny access, or grant a permanent access. Another solution is to have an extra “box”, a PC or a “Black box” (black box is a term for a system running a “unknown” OS with a “unknown” firewall). At home this is most commonly your home gateway. It’s a small box with lots of lights on it. ;) It can also run on a separate PC, using Linux (or other Unix-like OS, FreeBSD is very secure and quite popular), but if you have that solution you probably are no dummy and don’t need to read this guide. Most external router/firewall solutions come with NAT. The default behaviour of NAT makes sure that NO connections from the outside makes it thru the router, but ANY connection from the inside will be let out. Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Still hanging around? Wanna be crazy? Go on to “Security, the tuff stuff” Or just a little bit crazy? Check out, “LFS hosting with a firewall” Or move on to “why we need port mapping” === Security the tuff stuff ...=== WARNING This chapter may make you feel dizzy or fall asleep The problem with an external firewall is that it doesn’t see which application that is requesting Internet access. It needs rules for the traffic. The first rule is usually “DENY ALL” everything is closed if not a specific rule allows it. New sample: [PC1] --> [PC2] --> [Router with NAT and Firewall] --> [Internet] --> [LFS Host@port 63392] [PC3] --> PC1 wants to connect to a LFS host at the Host IP and port 63392. To get this traffic thru the router, the router must have a rule that: Allow PC1 to connect to the LFS host, at its IP address and port 63392. But, there is not only one LFS host out there so the rule needs an update: Allow PC1 to connect to ANY host at port 63392 And then someone else in your company wants to try LFS, new update: Allow ANY pc to connect to ANY host at port 63392 OK, not too bad. Outbound traffic to a specific port is usually granted already (e.g. to be able to browse the Internet you must be able to use port 80 (http)). But LFS can use any port and now you will dig a real hole in the firewall: Allow ANY pc to connect to ANY host at ANY port. Most company firewall operators do not want to use “Any”, as this gives no control. 3x ANY in one line is something you really don’t want. Therefore, playing LFS behind a company firewall can be very hard. Hosting LFS behind a company firewall will usually be impossible... Allow all out deny all in setup is actually a very good firewall for home use, but if you download a program, lets call it Crack.exe, that really is a small program recording your bank account information, and sending it to a host outside, you will never see it, without a Personal Firewall. But … who runs software downloaded from the net without running a virus-scan? ;) Lets move on to “Hosting LFS with a firewall”. === LFS Hosting with a firewall === WARNING This chapter is also tuff one... Because of DENY ALL IN rule, you must set up a rule for your LFS host. Your firewall must let incoming traffic to port 63392 (default LFS, or any other port you decided to use in server configuration) pass thru. Remember that LFS is using both TCP and UDP protocols. The rule will look something like: Allow ANY Source IP to connect to your LFS host IP at port 63392 (using both TCP and UDP). Some firewalls have problems with UDP. If this is the issue, your host will be visible on the master list, but no one will be able to connect. I would recommend to disable the personal firewall when testing, especially if you are behind a router with NAT. Just remember to enable it when done testing. (For home users with residential gateways this would mean pulling cables and changing setups. I wouldn’t recommend that. If you are setting up the server behind a home gateway, I guess the best way to test would be to have a friend that you can call and ask to try and connect to your server.) Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Now we should be able to understand “why we need port mapping” === Why we need port mapping === When hosting, you want other people to be able to connect to your LFS host. Going back to the Router with NAT example: [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] – The router just blocks all traffic from the outside. So we need to create a port mapping to tell the router that this is traffic we want to deal with. A port mapping tells the router that all traffic from the outside to port 63392 (default for LFS) will be sent to an IP on the inside at port 63392. [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] <-- Remember: The port mapping must include both TCP and UDP How this is set up depends on your router. Most home routers provide a web interface to configure the router; some have a separate program running on your PC for configuration. Some routers also have the possibility to use “telnet” to change the configuration (start – run – cmd – telnet 10.0.0.1 (or 192.168.0.1 or 192.168.1.1 or any other IP address of your router)) Read the manual, check your ISP's faq, ask your ISP. Most home gateways will let you set them up via web interface. Open your web browser and enter http://192.168.0.1 (or other possible addresses). You will almost certainly be asked for username and password by the router. If you don’t know the password for your router configuration you have three options: 1) Your password is the default factory one: Check you router manual to find out the default password and change it. 2) Your password is not default one and you never changed it yourself: This is most common with routers that were provided by your ISP as part of the service. ISP sometimes sets their own passwords, so that you cannot change the configuration and complain to customer support about it. You will have to talk to your ISP customer support in that case. 3) You changed your password, but forgot it: This is the worst case. You can reset the password by doing the “hard reset” procedure on router to reset to defaults. DON’T DO THIS UNLESS YOU KNOW ALL ABOUT YOUR ROUTER! Resetting the router means all configuration needs to be entered again. See the “routers guide” and check if your router is in there. Problems? LFS is using a very high port. Some routers use a high range for “outgoing NAT”. Some ISPs also reserve these high ports for their internal use. If your router/ISP does this you must: Exclude the “LFS range” from the “outgoing NAT” range or Use a lower port for LFS Some ISPs force your router to change IP every now and then. This is not good for the clients connected when this happens, but (AFAIK) the LFS host reconnects to the master server and updates its new IP. === Routers guide === Here I have a plan to add guides to set up port mapping on specific routers... See here how to forward ports on your hardware firewall/router<br> http://portforward.com/routers.htm Netopia 4542 router D-link 804HV Setting up a LFS Host Technical background Here I have tried to collect some words about hosting, and LFS.. TCP and UDP in LFS (By Scawen) The TCP connection of course has to work because the in-sync game code relies on TCP, as everything needs to match, and stay in sync. But the position updates (PosPackets) don't match perfectly, because they are run without delay (there is always "error" in remote car positions - seen as warping - because of inevitable time delay) and that system uses UDP packets because they are quicker but do suffer from packet loss and it's better to forget about ones that didn't arrive and just use the next packet that does arrive). However, guests which are failing to receive UDP packets can request the host to send TCP PosPackets to the guest, and it will do so. But guests *never* send TCP PosPackets to the host. That's because sometimes guests are behind firewalls and for some reason can't receive UDP packets sent back to them - and another problem that a UDP connection that worked at first can later be "forgotten" by the router for some reason. However, they can always *send* UDP packets to the host, because the host must be properly set up on the internet, so the problem of losing the UDP connection in that direction shouldn't arise. So... in summary, it can work if the guest can't *receive* UDP packets, in which case it will request the PosPackets to be sent to it in TCP packets, but it must be able to *send* UDP packets because there is no fallback system in that direction. Ranges used for LAN games (aka. IETF private IP ranges): (By Scawen) These are the ranges : 10.x.x.x 192.168.x.x 172.16-31.x.x More info: http://www.suse.de/~mha/linux-ip-nat/diplom/ Why other ranges do not work: (by scawen) That's because direct connection is restricted to local networks. It's a security measure so that people who want to play on the Internet must go through the master server (not connect direct by IP, but they can simply connect by “name” to a "hidden" game for the same effect - this stops people with a hacked version being able to happily race over the internet). So I’ve researched the special IP addresses, which are reserved for local networks and allowed direct connection for those addresses. I don't really know why your network is using addresses outside the reserved IP address ranges. I guess there may be a good reason or else someone just chose the 200.x.x.x range because it sounded good? Don't know much about that really but you might not be able to connect to some "real" IP addresses in that range, and I guess that's why there are some special reserved ranges. {{Guides}} <!-- links to other languages --> [[de:Dedizierter Server]] [[en:Hosting]] 3799f43ad8c1266eb5c509d73ec0ddd8e0e69788 1937 1936 2008-05-10T08:49:33Z dankitk 37 /* Assumptions */ ただしく飛ぶようにリンクを修正 wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not so set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 23 guests, 20 cars : 165.9 KB/s (S2 max) == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Host チュートリアル#Firewalls|Firewalls]] * [[Host チュートリアル#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. To give you some idea on the impact on performance, my 800MHz (Via C3 processor, in you're interested) with 512MB of physical RAM sees an extra 6 processes and approximately 5% RAM usage in total. I see a little stuttering with the performance on initial connection, but after that its fine. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :see below : "Car Strings" /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spectate (Wrong way drivers) /midrace=yes X :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a shit load of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, heres something you might find helpful: * BL1 = Blackwood GP * BL1R = Blackwood GP Reverse * BL2 = Blackwood RallyX * BL2R = Blackwood RallyX Reverse * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reverse * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reverse * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reverse * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reverse * FE5 = Fern Bay RallyX * FE5R = Fern Bay RallyX Reverse * FE6 = Fern Bay RallyX Green * FE6R = Fern Bay RallyX Green Reverse * SO1 = South City Classic * SO1R = South City Classic Reverse * SO2 = South City Unoffical 1 * SO2R = South City Unoffical 1 Reverse * SO3 = South City Unoffical 2 * SO3R = South City Unoffical 2 Reverse * SO4 = South City Long * SO4R = South City Long Reverse * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto ring Oval * KY1R = Kyoto ring Oval reversed * KY2 = Kyoto ring National * KY2R = Kyoto ring National reversed * KY3 = Kyoto ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill International * WE1R = Westhill International reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand prix * AS5R = Aston Grand prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> == Host commands == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === Simple commands with no parameter === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === Commands with a parameter - entry screen mode === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high /autox X :load autocross layout named X for this track /axclear :clear autocross layout === Commands with a parameter - any time === /axlist X :get list of layouts for track X - e.g. AU1 /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === Kick and ban commands - any time === /spectate X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === Penalty commands - during a race === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X === Host settings commands === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :see below : "Car Strings" === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. == How to play LFS on a LAN == ''by danowat'' Firstly you need to decide which PC will HOST the game, go to this PC and find out its IP address, you can do this by going to START, RUN, CMD, IPCONFIG /ALL. [[image:Lan1.jpg]] Note down your IP address, it should be in the range 192.168.0.0, if it isnt then you either need to set it to a proper LAN IP range (192.168.0.0), or if you have XP (certainly PRO, not sure if it works in HOME) you can assign more than one IP address. [[image:Lan2.jpg]] Once you have the IP address changed and/or noted, you can now proceed in starting LFS on the HOST machine, click the Multiplayer button, then click Start new game, you will be presented with this screen. [[image:Lan3.jpg|800px]] Notice at the top you have 3 options, LOCAL, INTERNET and HIDDEN, as you are making a LAN only game click LOCAL, game name can be anything of your choosing, but CAN'T be blank, password can be left blank, IP address MUST be the same is the IP address on the host machine, and port needs to be a port that is open on your firewall, here I have 63392, yours may be different but you MUST note down which port you use. Select the other settings to your preference and click GO, once the game has loaded go to each CLIENT machine and proceed to join the game on each CLIENT machine. Again, the CLIENT machines MUST have a valid IP range, if not change or add as described earlier. Click Join Specific game, next click LOCAL NETWORK, enter the HOST IP address,the HOST port and the HOST password, now click go and you should connect to the host machine, if you don't and get client connect either your firewall is blocking the traffic on either HOST or CLIENT machine, or your IP address/port selections are wrong. [[image:Lan4.jpg|800px]] It certainly works on a LAN, but it just takes a little time to get it running. == Hosting for Dummies == A beginners guide to hosting. This little guide is written to help people understand the basics of hosting. I have tried to keep away from the technical babble, but some basic knowledge is needed, so lets go on to chapter one: Internet basics. === Internet Basics === All Internet communications is using 3 main parts: IP addresses: This is the address you have, or the address of the host you are connecting to. Ports are used to keep traffic separated, and give the ability to have several services (like http @ port 80, https @ port 443) or programs running at one IP-address. Protocols are the “language” used. For LFS we need TCP and UDP. TCP is using “Handshake” for each packet, so that every packed delivery is confirmed. This creates more traffic, but is reliable and sender knows that data was delivered. TCP also resends packets that were lost automatically. LFS uses TCP for control data, like race restarts. UDP is just sending packets, and hope they arrive at the recipient. It’s much quicker method, but unreliable. LFS uses UDP for sending car position data. To be able to communicate we need some hardware: NIC: Network Interface Card, or for short: Network card. Routers keep track of where to send the traffic. Some services: DNS Dynamic Name Server, this helps you to use names for hosts, so you just need to remember www.google.com, instead of 66.102.11.99 (Google’s IP-address) DNS is not necessary for LFS, but used for almost everything else … Security: Firewall is a system or program used to only let approved traffic thru. And finally, some other terms used: DHCP, Dynamic Host Configuration Protocol. This is assigning a unused IP-address automatically, helping to reduce the number of unused IP-addresses. Some ISPs force a new IP-address every now and then. Public IP is the IP-address you use to connect to the Internet, or the IP you connects to. This must be a unique address (You will be assigned this from your ISP using your ISP’s DHCP-server) Also called “outside” Private IP Your home router assigns you a Private IP, this address is within some specific ranges, a common used range is: 10.x.x.x , the second range, the most common default for your typical home router is 192.168.x.x, The third range is 172.16-31.x.x. Also called “inside” NAT Network address Translation. This is a very clever system; it protects you very well from the Internet, and gives you the possibility to have several PC’s on the “Inside” [PC1] --> [PC2] --> [Router with NAT] --> Internet [PC3] --> When using NAT your Private IP address is translated to your Public IP, making it possible for you to get on the net Lots of stuff, and new words, but its needed to understand why you need port-mapping. Lets move on to “How it works” === How the Internet works === A simple sample, direct connection to the Internet: [PC1] --> [Internet] --> [www.google.com] Your PC has a valid Public IP, and you want to browse google’s web pages Your PC first makes a DNS lookup to find Google’s Public IP. Http is using Port 80, so your PC connects to Google’s public IP at port 80 and you can read the page. What you don’t see is that your PC is using an unused port above 1024 to connect to google, lets say, port 1050, so what really happens is: Your PC opens port 1050 for outgoing traffic, and sends a “Get” request to google’s web server at port 80. The server opens the file and sends it back to your client at port 1050. A sample with NAT, Connection with a router: [PC1] --> [PC2] -- [Router with NAT] --> [Internet] --> [www.google.com] [PC3] – Your PC has a valid private IP, and your Router has a valid Public IP Your PC request a page at Google, it uses a port over 1024, lets reuse 1050. The request goes thru your Router, and is translated to your routers public IP, with a new port, lets say the request that reaches google.com is from your routers public IP at port 23050. Google answers back to your routers public IP at port 23050, and it remember that it was your PC, at its Private IP and at port 1050 the request came from and sends the data back to your PC’s Private IP at port 1050. LFS's default server port is 63392, which means your PC uses a port higher than 1024 and connects to the LFS hosts IP at port 63392. LFS can be set to use any port. Still hanging on? Lets move on to Security === Security === Security is a BIG issue when connected to the Internet. “Out there” you have hackers and Internet spreading viruses that wants to spoil your fun, it’s just like the demo servers ;) To protect yourself you must use a firewall. The most common thing is the built in firewall in Windows XP. This is turned on when enabling the Internet connection sharing function. Windows XP SP2 also turns the firewall on by default. Another common solution is a “Personal Firewall” This is an application you run on your computer. Making sure that only approved programs can access the Internet. The usual way is: when a “new program” request a internet connection, a dialog pops up asking you to grant or deny access, or grant a permanent access. Another solution is to have an extra “box”, a PC or a “Black box” (black box is a term for a system running a “unknown” OS with a “unknown” firewall). At home this is most commonly your home gateway. It’s a small box with lots of lights on it. ;) It can also run on a separate PC, using Linux (or other Unix-like OS, FreeBSD is very secure and quite popular), but if you have that solution you probably are no dummy and don’t need to read this guide. Most external router/firewall solutions come with NAT. The default behaviour of NAT makes sure that NO connections from the outside makes it thru the router, but ANY connection from the inside will be let out. Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Still hanging around? Wanna be crazy? Go on to “Security, the tuff stuff” Or just a little bit crazy? Check out, “LFS hosting with a firewall” Or move on to “why we need port mapping” === Security the tuff stuff ...=== WARNING This chapter may make you feel dizzy or fall asleep The problem with an external firewall is that it doesn’t see which application that is requesting Internet access. It needs rules for the traffic. The first rule is usually “DENY ALL” everything is closed if not a specific rule allows it. New sample: [PC1] --> [PC2] --> [Router with NAT and Firewall] --> [Internet] --> [LFS Host@port 63392] [PC3] --> PC1 wants to connect to a LFS host at the Host IP and port 63392. To get this traffic thru the router, the router must have a rule that: Allow PC1 to connect to the LFS host, at its IP address and port 63392. But, there is not only one LFS host out there so the rule needs an update: Allow PC1 to connect to ANY host at port 63392 And then someone else in your company wants to try LFS, new update: Allow ANY pc to connect to ANY host at port 63392 OK, not too bad. Outbound traffic to a specific port is usually granted already (e.g. to be able to browse the Internet you must be able to use port 80 (http)). But LFS can use any port and now you will dig a real hole in the firewall: Allow ANY pc to connect to ANY host at ANY port. Most company firewall operators do not want to use “Any”, as this gives no control. 3x ANY in one line is something you really don’t want. Therefore, playing LFS behind a company firewall can be very hard. Hosting LFS behind a company firewall will usually be impossible... Allow all out deny all in setup is actually a very good firewall for home use, but if you download a program, lets call it Crack.exe, that really is a small program recording your bank account information, and sending it to a host outside, you will never see it, without a Personal Firewall. But … who runs software downloaded from the net without running a virus-scan? ;) Lets move on to “Hosting LFS with a firewall”. === LFS Hosting with a firewall === WARNING This chapter is also tuff one... Because of DENY ALL IN rule, you must set up a rule for your LFS host. Your firewall must let incoming traffic to port 63392 (default LFS, or any other port you decided to use in server configuration) pass thru. Remember that LFS is using both TCP and UDP protocols. The rule will look something like: Allow ANY Source IP to connect to your LFS host IP at port 63392 (using both TCP and UDP). Some firewalls have problems with UDP. If this is the issue, your host will be visible on the master list, but no one will be able to connect. I would recommend to disable the personal firewall when testing, especially if you are behind a router with NAT. Just remember to enable it when done testing. (For home users with residential gateways this would mean pulling cables and changing setups. I wouldn’t recommend that. If you are setting up the server behind a home gateway, I guess the best way to test would be to have a friend that you can call and ask to try and connect to your server.) Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Now we should be able to understand “why we need port mapping” === Why we need port mapping === When hosting, you want other people to be able to connect to your LFS host. Going back to the Router with NAT example: [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] – The router just blocks all traffic from the outside. So we need to create a port mapping to tell the router that this is traffic we want to deal with. A port mapping tells the router that all traffic from the outside to port 63392 (default for LFS) will be sent to an IP on the inside at port 63392. [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] <-- Remember: The port mapping must include both TCP and UDP How this is set up depends on your router. Most home routers provide a web interface to configure the router; some have a separate program running on your PC for configuration. Some routers also have the possibility to use “telnet” to change the configuration (start – run – cmd – telnet 10.0.0.1 (or 192.168.0.1 or 192.168.1.1 or any other IP address of your router)) Read the manual, check your ISP's faq, ask your ISP. Most home gateways will let you set them up via web interface. Open your web browser and enter http://192.168.0.1 (or other possible addresses). You will almost certainly be asked for username and password by the router. If you don’t know the password for your router configuration you have three options: 1) Your password is the default factory one: Check you router manual to find out the default password and change it. 2) Your password is not default one and you never changed it yourself: This is most common with routers that were provided by your ISP as part of the service. ISP sometimes sets their own passwords, so that you cannot change the configuration and complain to customer support about it. You will have to talk to your ISP customer support in that case. 3) You changed your password, but forgot it: This is the worst case. You can reset the password by doing the “hard reset” procedure on router to reset to defaults. DON’T DO THIS UNLESS YOU KNOW ALL ABOUT YOUR ROUTER! Resetting the router means all configuration needs to be entered again. See the “routers guide” and check if your router is in there. Problems? LFS is using a very high port. Some routers use a high range for “outgoing NAT”. Some ISPs also reserve these high ports for their internal use. If your router/ISP does this you must: Exclude the “LFS range” from the “outgoing NAT” range or Use a lower port for LFS Some ISPs force your router to change IP every now and then. This is not good for the clients connected when this happens, but (AFAIK) the LFS host reconnects to the master server and updates its new IP. === Routers guide === Here I have a plan to add guides to set up port mapping on specific routers... See here how to forward ports on your hardware firewall/router<br> http://portforward.com/routers.htm Netopia 4542 router D-link 804HV Setting up a LFS Host Technical background Here I have tried to collect some words about hosting, and LFS.. TCP and UDP in LFS (By Scawen) The TCP connection of course has to work because the in-sync game code relies on TCP, as everything needs to match, and stay in sync. But the position updates (PosPackets) don't match perfectly, because they are run without delay (there is always "error" in remote car positions - seen as warping - because of inevitable time delay) and that system uses UDP packets because they are quicker but do suffer from packet loss and it's better to forget about ones that didn't arrive and just use the next packet that does arrive). However, guests which are failing to receive UDP packets can request the host to send TCP PosPackets to the guest, and it will do so. But guests *never* send TCP PosPackets to the host. That's because sometimes guests are behind firewalls and for some reason can't receive UDP packets sent back to them - and another problem that a UDP connection that worked at first can later be "forgotten" by the router for some reason. However, they can always *send* UDP packets to the host, because the host must be properly set up on the internet, so the problem of losing the UDP connection in that direction shouldn't arise. So... in summary, it can work if the guest can't *receive* UDP packets, in which case it will request the PosPackets to be sent to it in TCP packets, but it must be able to *send* UDP packets because there is no fallback system in that direction. Ranges used for LAN games (aka. IETF private IP ranges): (By Scawen) These are the ranges : 10.x.x.x 192.168.x.x 172.16-31.x.x More info: http://www.suse.de/~mha/linux-ip-nat/diplom/ Why other ranges do not work: (by scawen) That's because direct connection is restricted to local networks. It's a security measure so that people who want to play on the Internet must go through the master server (not connect direct by IP, but they can simply connect by “name” to a "hidden" game for the same effect - this stops people with a hacked version being able to happily race over the internet). So I’ve researched the special IP addresses, which are reserved for local networks and allowed direct connection for those addresses. I don't really know why your network is using addresses outside the reserved IP address ranges. I guess there may be a good reason or else someone just chose the 200.x.x.x range because it sounded good? Don't know much about that really but you might not be able to connect to some "real" IP addresses in that range, and I guess that's why there are some special reserved ranges. {{Guides}} <!-- links to other languages --> [[de:Dedizierter Server]] [[en:Hosting]] 73d1ed538463b5452c2065ecb4c4cf3b7bcaa652 利用者:Yagi@JPN 2 1428 1940 1623 2008-05-22T13:18:14Z Yagi@JPN 20 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 LFSについて 0 1434 1941 1664 2008-05-31T13:14:05Z highbridge 2 wikitext text/x-wiki [[image:Multiplay.jpg|thumb|An internet multiplayer race in S2 with the Formula XR]] [[image:Real.jpg|thumb|The amazing tyre flex physics in Live for Speed S2]] [[image:Setup.jpg|thumb|Choose between various setup settings]] [[image:LFS_800.gif|thumb|An old LFS logo]] [[image:Lfsveryold.jpg|thumb|An early development version of LFS]] [[image:Gtt miami.jpg|thumb|The GT Turbo in LFS v0.1 at an unpublished city track in Miami.]] Live for Speedは、Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales)によって開発されたオンラインレーシングシミュレータである。主な特徴は、現実的な物理エンジンと最高32プレイヤーによるインターネットマルチプレイです。 ゲームはオフィシャルサイト http://www.lfs.net/ のみから購入することができる。(※日本では有志でパッケージ販売をされている方がおります)どんなお店でも見つけられないのは、開発者がパブリッシャーから独立していたいという意向があるからであり。独立しているからこそ彼らがゲームで欲しい特徴を自由に含むことができ、マネージャの意見によってゲームを変える必要がないということです。 Starting as a demo in August 2002 more and more people tried the game and joined the internet community. With a lot of development progress the first stage (S1) of the game was published in July 2003. Two years later the S2 Alpha was released and is still under development. The three developers have a close connection to the community and you recently visit the official forum to get ideas what the players want to see in the game. The game is being developed all the time and new features are published in free patches. == Physics Engine == The outer loop of the physics and environment checks run at 100 Hz, but with 20 uninterruptable sub-updates inside that (tight loop on each car) so in one sense it's 2000 Hz physics. == History of LFS == * Sometime in 1999: Working on Lionhead's Black & White, Scawen starts to write a small stunt simulator with mouse steering in his free time * Spring 2001: After the release of Black & White, Scawen and Eric leave Lionhead to work fulltime on LFS * 18.08.2002: A user of the West Racing forum finds the demo test 0.04k on the internet and spreads the word about LFS: http://www.west-racing.com/forums/index.php?&act=ST&f=1&t=958&st=0 * 19.09.2002: The official LFS forum starts at Race Sim Central: http://forum.rscnet.org/forumdisplay.php?f=205 * 17.07.2003: Release of Live for Speed S1, the first full LFS release * 29.07.2003: The LFSWorld website goes online http://www.lfsworld.net/ * 25.06.2005: Release of the Live for Speed S2 Alpha * 10.08.2005: The new official LFS forum goes online: http://www.lfsforum.net == Major LFS Releases == * 18.08.2002: 0.04k - The first public LFS version ever * 06.09.2002: 0.1B - Demo test with added reversed track configs * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 17.07.2003: 0.3A - S1 * 05.04.2005: 0.5K - S2 Demo Alpha, features work-in-progress S2 physics but with only demo content * 25.06.2005: 0.5P - S2 Alpha, physics improved since 0.5K but still in development, full S2 content available == Complete List of LFS Releases == Note that this list exludes the numerous test patches that have been released === Demo Test era === * 18.08.2002: 0.04k - The first ever public version of Live for Speed * 31.08.2002: 0.04Q - ??? * 06.09.2002: 0.1B - Major update, lots of bug fixes and surprises * 11.09.2002: 0.1C - ??? * 15.09.2002: 0.1E - Greatly improved controller support * 11.10.2002: 0.1F - Replays controls, more options and improvements * 27.10.2002: 0.1H2 - Added multiplayer replays, other small improvements and bug fixes * 09.11.2002: 0.1J - Small improvements and bug fixes * 13.12.2002: 0.1N - Small improvements and bug fixes * 30.01.2003: 0.1P - Small improvements and bug fixes * 05.02.2003: 0.1Q - Small improvements and bug fixes * 19.02.2003: 0.1T - Small improvements and bug fixes * 04.03.2003: 0.1W - Mostly bug fixes * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 02.04.2003: 0.2B - Uses UDP packets for car position updates, various minor fixes * 02.04.2003: 0.2C - 0.2B had a bug and was replaced by 0.2C the same day * 07.05.2003: 0.2D - ??? * 01.06.2003: 0.2E - New SPR replay format (was GST format), added bump stops, gear ratios individually adjustable * 25.06.2003: 0.2F - Master server IP change update === S1 era === * 17.07.2003: 0.3A - First release with paid for content * 25.09.2003: 0.3B - Adds translations, fixes many bugs * 31.10.2003: 0.3D - Allows up to 16 players to race online at once (previously 12) * 15.12.2003: 0.3E - Adds a new car (MRT5) * 02.03.2004: 0.3F - Adds HVS support, in-game LFS World integration and makes changes to keyboard steering system (less assists) * 08.10.2004: 0.3H - Adds skid marks and improved online stability ''Missing info: 0.3C and 0.3G'' === S2 era === * 15.01.2005: 0.5D - S2 CMX viewer released so work on S2 skins could begin * 11.02.2005: 0.5F - Early alpha build leaked across the net at some point in March, S2 content included but only S1 content could be unlocked * 05.04.2005: 0.5K - Demo content only with numerous WIP improvements from v0.3 * 30.04.2005: 0.5L - Updated demo with the addition of clutch pack differentials and improved tyre heating * 17.06.2005: 0.5N - Updated CMX viewer released only * 25.06.2005: 0.5P - First official release with full S2 content * 27.11.2005: 0.5Q - Improved international support * 18.04.2006: 0.5S - Updated CMX viewer released only * 21.04.2006: 0.5T - Improved tyre & aero physics, a new car (BMW Sauber F1.06), two new configurations for Aston and much more * 29.04.2006: 0.5U - Adds Outguage system, server welcome messages, also fixes many small bugs * 22.12.2006: 0.5V - New engine sound system, improved multiplayer, auto-patcher system and many small GUI and usability improvements * 31.03.2007: 0.5W - Improved car sounds, various graphical updates, many small other improvements ''Missing info: 0.5M, 0.5O, 0.5R'' For more details see http://www.liveforspeed.net/?page=oldernews == The Development Team == <gallery> image:Dev_team.jpg|fltr.: Eric, Victor, Scawen image:Scawen.jpg|Scawen Roberts (and Leo) image:Eric.jpg|Eric Bailey image:Vic.jpg|Victor van Vlaardingen image:Sev.jpg|The dev team presenting the S2 Alpha in Denmark 2004 </gallery> == Interviews == * [http://www.textfiles.com/magazines/DEMONEWS/demonews.074 Victor, demonews dec 1994] * [http://www.planetblackandwhite.com/features/interviews/scawen.shtml Scawen, planetb&w - feb 2001] * [http://www.bhmotorsports.com/article/79 All, BHM - nov 2002] * [http://www.doupe.cz/h/Special/AR.asp?ARI=103555 All, doupe.cz - April 2003] * [http://boomtown.net/en_uk/articles/art.view.php?id=3900 Eric, Boomtown - dec 2003] * [http://nic.mm2c.com/index.php?page=inter_1 All, teamnic - Sept 2004] * [http://www.planet3dgames.de/index.php?site=news&id=1798 Victor, planet3dgames - march 2005] * [http://www.simracingportugal.net/lofiversion/index.php/t324.html All, simracingportugal - Mar 2005] * [http://www.liveforspeed.dk/index.php?option=com_content&task=view&id=15&Itemid=1 Victor, lfs.dk - march 2006] * [http://autosimsport.net/issues/autosimsport_v2i5.zip Victor & Scawen, Autosimsport May 2006 (p25)] * [http://www.liveforspeed.no/index.php?side=intervju&med=victor&spraak=engelsk All, lfs.no - Sept 2006] <!-- links to other languages --> [[de:Über LFS]] 83ebbd3e45a37c9b897e39e458ca42bf3015889d 1942 1941 2008-05-31T13:26:31Z highbridge 2 wikitext text/x-wiki [[image:Multiplay.jpg|thumb|An internet multiplayer race in S2 with the Formula XR]] [[image:Real.jpg|thumb|The amazing tyre flex physics in Live for Speed S2]] [[image:Setup.jpg|thumb|Choose between various setup settings]] [[image:LFS_800.gif|thumb|An old LFS logo]] [[image:Lfsveryold.jpg|thumb|An early development version of LFS]] [[image:Gtt miami.jpg|thumb|The GT Turbo in LFS v0.1 at an unpublished city track in Miami.]] Live for Speedは、Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales)によって開発されたオンラインレーシングシミュレータである。主な特徴は、現実的な物理エンジンと最高32プレイヤーによるインターネットマルチプレイです。 ゲームはオフィシャルサイト http://www.lfs.net/ のみから購入することができる。(※日本では有志でパッケージ販売をされている方がおります)LFSをどんなお店でも見つけられないのは、開発者がパブリッシャーから独立していたいという意向があるからである。独立しているからこそ彼らがゲームで欲しい特徴を自由に含むことができ、マネージャの意見によってゲームを変える必要がないということです。 2002年8月にデモがスタートし、より多くの人々がゲームを試しそして、インターネットコミュニティーに加わりました。多くの開発過程を得て、Live for Speedの第一ステージ(S1)は2003年7月にリリースされました。 その2年後にS2 Alphaがリリースされ現在は開発途中である。 The three developers have a close connection to the community and you recently visit the official forum to get ideas what the players want to see in the game. The game is being developed all the time and new features are published in free patches. == Physics Engine == The outer loop of the physics and environment checks run at 100 Hz, but with 20 uninterruptable sub-updates inside that (tight loop on each car) so in one sense it's 2000 Hz physics. == History of LFS == * Sometime in 1999: Working on Lionhead's Black & White, Scawen starts to write a small stunt simulator with mouse steering in his free time * Spring 2001: After the release of Black & White, Scawen and Eric leave Lionhead to work fulltime on LFS * 18.08.2002: A user of the West Racing forum finds the demo test 0.04k on the internet and spreads the word about LFS: http://www.west-racing.com/forums/index.php?&act=ST&f=1&t=958&st=0 * 19.09.2002: The official LFS forum starts at Race Sim Central: http://forum.rscnet.org/forumdisplay.php?f=205 * 17.07.2003: Release of Live for Speed S1, the first full LFS release * 29.07.2003: The LFSWorld website goes online http://www.lfsworld.net/ * 25.06.2005: Release of the Live for Speed S2 Alpha * 10.08.2005: The new official LFS forum goes online: http://www.lfsforum.net == Major LFS Releases == * 18.08.2002: 0.04k - The first public LFS version ever * 06.09.2002: 0.1B - Demo test with added reversed track configs * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 17.07.2003: 0.3A - S1 * 05.04.2005: 0.5K - S2 Demo Alpha, features work-in-progress S2 physics but with only demo content * 25.06.2005: 0.5P - S2 Alpha, physics improved since 0.5K but still in development, full S2 content available == Complete List of LFS Releases == Note that this list exludes the numerous test patches that have been released === Demo Test era === * 18.08.2002: 0.04k - The first ever public version of Live for Speed * 31.08.2002: 0.04Q - ??? * 06.09.2002: 0.1B - Major update, lots of bug fixes and surprises * 11.09.2002: 0.1C - ??? * 15.09.2002: 0.1E - Greatly improved controller support * 11.10.2002: 0.1F - Replays controls, more options and improvements * 27.10.2002: 0.1H2 - Added multiplayer replays, other small improvements and bug fixes * 09.11.2002: 0.1J - Small improvements and bug fixes * 13.12.2002: 0.1N - Small improvements and bug fixes * 30.01.2003: 0.1P - Small improvements and bug fixes * 05.02.2003: 0.1Q - Small improvements and bug fixes * 19.02.2003: 0.1T - Small improvements and bug fixes * 04.03.2003: 0.1W - Mostly bug fixes * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 02.04.2003: 0.2B - Uses UDP packets for car position updates, various minor fixes * 02.04.2003: 0.2C - 0.2B had a bug and was replaced by 0.2C the same day * 07.05.2003: 0.2D - ??? * 01.06.2003: 0.2E - New SPR replay format (was GST format), added bump stops, gear ratios individually adjustable * 25.06.2003: 0.2F - Master server IP change update === S1 era === * 17.07.2003: 0.3A - First release with paid for content * 25.09.2003: 0.3B - Adds translations, fixes many bugs * 31.10.2003: 0.3D - Allows up to 16 players to race online at once (previously 12) * 15.12.2003: 0.3E - Adds a new car (MRT5) * 02.03.2004: 0.3F - Adds HVS support, in-game LFS World integration and makes changes to keyboard steering system (less assists) * 08.10.2004: 0.3H - Adds skid marks and improved online stability ''Missing info: 0.3C and 0.3G'' === S2 era === * 15.01.2005: 0.5D - S2 CMX viewer released so work on S2 skins could begin * 11.02.2005: 0.5F - Early alpha build leaked across the net at some point in March, S2 content included but only S1 content could be unlocked * 05.04.2005: 0.5K - Demo content only with numerous WIP improvements from v0.3 * 30.04.2005: 0.5L - Updated demo with the addition of clutch pack differentials and improved tyre heating * 17.06.2005: 0.5N - Updated CMX viewer released only * 25.06.2005: 0.5P - First official release with full S2 content * 27.11.2005: 0.5Q - Improved international support * 18.04.2006: 0.5S - Updated CMX viewer released only * 21.04.2006: 0.5T - Improved tyre & aero physics, a new car (BMW Sauber F1.06), two new configurations for Aston and much more * 29.04.2006: 0.5U - Adds Outguage system, server welcome messages, also fixes many small bugs * 22.12.2006: 0.5V - New engine sound system, improved multiplayer, auto-patcher system and many small GUI and usability improvements * 31.03.2007: 0.5W - Improved car sounds, various graphical updates, many small other improvements ''Missing info: 0.5M, 0.5O, 0.5R'' For more details see http://www.liveforspeed.net/?page=oldernews == The Development Team == <gallery> image:Dev_team.jpg|fltr.: Eric, Victor, Scawen image:Scawen.jpg|Scawen Roberts (and Leo) image:Eric.jpg|Eric Bailey image:Vic.jpg|Victor van Vlaardingen image:Sev.jpg|The dev team presenting the S2 Alpha in Denmark 2004 </gallery> == Interviews == * [http://www.textfiles.com/magazines/DEMONEWS/demonews.074 Victor, demonews dec 1994] * [http://www.planetblackandwhite.com/features/interviews/scawen.shtml Scawen, planetb&w - feb 2001] * [http://www.bhmotorsports.com/article/79 All, BHM - nov 2002] * [http://www.doupe.cz/h/Special/AR.asp?ARI=103555 All, doupe.cz - April 2003] * [http://boomtown.net/en_uk/articles/art.view.php?id=3900 Eric, Boomtown - dec 2003] * [http://nic.mm2c.com/index.php?page=inter_1 All, teamnic - Sept 2004] * [http://www.planet3dgames.de/index.php?site=news&id=1798 Victor, planet3dgames - march 2005] * [http://www.simracingportugal.net/lofiversion/index.php/t324.html All, simracingportugal - Mar 2005] * [http://www.liveforspeed.dk/index.php?option=com_content&task=view&id=15&Itemid=1 Victor, lfs.dk - march 2006] * [http://autosimsport.net/issues/autosimsport_v2i5.zip Victor & Scawen, Autosimsport May 2006 (p25)] * [http://www.liveforspeed.no/index.php?side=intervju&med=victor&spraak=engelsk All, lfs.no - Sept 2006] <!-- links to other languages --> [[de:Über LFS]] 11be74ec5bd8fe3ca5bc560c40faff0f9642f951 リンク 0 1424 1943 1867 2008-08-21T02:33:28Z tukasa 32 /* 日本チームサイト */ wikitext text/x-wiki == 公式サイト == オフィシャルサイト http://www.liveforspeed.net/ オフィシャルフォーラム http://www.lfsforum.net/ LFS World http://www.lfsworld.net/ LFS ウィキペディア http://manual.liveforspeed.net/ ==日本サイト== [http://whrt.jpn.ch/ WHRT_Forum] [http://lfs.ring.hatena.ne.jp/ LFS(Live for Speed)日本語RING] オンラインレーシングシミュレーターLFSこと"Live for Speed"の日本語Blogリング。 [http://lfsjunky.blog118.fc2.com/ LFS専門店] == 関連サイト == LFS-ニュース http://www.lfsnews.net/ Movies Pit http://lfs-news.bluepixel.dk/moviespit/ The unofficial LFS System ベンチマーク http://lfsbench.iron.eu.org/ Blackhole Motorsports http://www.bhmotorsports.com/LFS == セットアップ == [http://setupfield.teaminferno.hu/ Team Inferno Setup Field] [http://lfs.thefloatingwidget.net/grc.html LFS Gear Ratio Calculator] [http://forum.rscnet.org/showthread.php?t=157180 ?] == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ == おすすめ鯖リスト == S2サーバー [WHRT] S2 Server 日本のサーバーで、ここは日本人と交流できる、唯一のサーバーだと思われる。 また、様々なレースイベントも開催されており、初心者でも気軽に楽しめる場所である。 CTRA Race 世界各国からの、猛者がやってくるサーバー。 c51ccc51cb719f318f6b677a5c245e34c21286f1 レース日程 0 1451 1947 1862 2009-05-19T05:15:55Z mochablendy 44 wikitext text/x-wiki ==2009年== ===5月=== *2009.05.09~2009.06.27 WHRT JFLR(http://whrt.jpn.ch/modules/pico7/index.php?content_id=3) 0418b91689a96948fbe671801486bdf2c2fe6377 レーシング ホイール 0 1446 1949 1770 2009-05-22T01:01:05Z mochablendy 44 /* Correctly setting up a Logitech Wheel */ wikitext text/x-wiki ==Guide to commonly available wheels== It's a common question that many a sim-racer has asked - which wheel should I get? Buying a wheel is the easiest way to upgrade the immersiveness of LFS, and should help you to be able to understand what the car is doing better, whether your racing or drifting. But which ones are good, and which ones warrant your hard-earned cash? You can get “cheap” generic racing wheels, however these really aren’t worth touching with a barge pole, you can pick up a great new wheel for £50, you can spend more, and you can spend less by buying one of eBay (but beware, there are limits on how much abuse a wheel can take), and you could pick up an ok wheel (great just to see if a wheel is worth it, or if your a casual LFS'er) up for £5 (~$10) excluding postage - they are big pieces of kit and to get them posted well with lots of protection can cost a fair bit (ie to send a Microsoft Sidewinder wheel across the UK will cost around £10 (~$20). Most modern wheels nowadays come with a set of pedals, these are usually 2 pedals (throttle and brake), some also have clutch pedals as well, however this is less common and usually found on the more expensive wheels, ie in the £70+ (~$140) range Some have FFB (Force Feedback), which relays bumps in the road through the wheel as a vibration, or the wheels turning (as you would often feel up the steering column), ie as the tyres slide the wheel in a real cars turn as the wheels follow the path of least resistance - FFB makes sure the same thing happens to your wheel, and gives invaluable feedback, you can feel as the car’s tyres start to let go. It sounds like a gimmick, but it is very useful! Not to be confused with Vibration, which just shakes when you hit something like an arcadey console effect - FFB is fully (and very well) supported in LFS, while vibration (aka "Rumble Effect") isn't because it would give very little extra immersion (ie after hitting a tree in real life your wheel doesn't shake!). Rotation is the last part where wheels differ, it is measured from lock to lock. Some wheels have 900° (that's 2 and a half turns), some have 240° (that three quarters of a turn) and some have 180°, 900° is the most natural (although standard road cars use 720° or less), but you can race with 240° quite happily, and many WR holders use 180° so they needn't take their hand off the wheel, and so that they can quickly dial in the correct amount of steering, however you can be easily competitive with 540° or 720°. The LFS road cars have 720° of lock, you can use more or less, and is adjustable in the Logitech Profiler (assuming its a Logitech wheel, and out of those you can only change the rotation on the DFP and G25, however you can go from 90°-900°). LFS has full support of features such as rotation, forcefeedback, clutches and h-gate shifters, however some things are still missing, ie while you can use the H-Gate and the clutch, you cannot stall the car, as LFS will automatically keep the engine running with it's use of the clutch. [[Image:Driving Force.jpg|right|thumb|The Logitech Driving Force.]] ===Logitech Driving Force=== This wheel has vibration (for PS2) and force feedback (on the PC, once the wingman drivers are installed). It has 180° of rotation lock to lock. I think it’s out of production, and as such seems to command £35 (~$70) new, which seems very high (compared to Logitech's other offerings), and is really only worth getting around the £20 (~$40) mark. This wheel is compatible with some older PlayStation 2 games before the Driving Force Pro became available.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:Driving Force EX.jpg|right|thumb|The Logitech Driving Force EX. ]] ===Logitech Driving Force EX=== Designed for PlayStation 2, will probably work with PC once you install the Wingman Drivers, however its really a wheel you might already have for a PS2 rather than one I recommend you buy for LFS - if this is in your price range the Microsoft SideWinder wheel is probably a better bet.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:Momo.jpg|right|thumb|The black Logitech Momo Racing.]] ===Logitech MOMO Racing === A very good wheel, 240° of rotation, 2 pedals and force feedback. Make sure you get a Rev. B version, as Rev. A has pedal problems (which however can be fixed given 30 mins and some tape, but its still easier and safer to get the newer Rev. B). It currently sells for £50 new, although many people have upgraded to the G25, so there are some more on eBay, I think Logitech have stopped producing them so expect prices of them new to rise (as theirs few new ones on the market), but used prices to fall. This (and the DFP) are the best wheels for around £50 (~$100), however the general consensus is that the DFP is an all round better wheel.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=6030 Manufacturer site] <br clear="all" /> [[Image:MOMO Force Red.gif|right|thumb|The red Logitech MOMO Force.]] ===Logitech MOMO Force ("The Red MOMO")=== Essentially similar to the Logitech MOMO Racing, the only real difference is that it is seemingly made from better materials. It is rare, and therefore can be quite expensive on sites like eBay, it came out before the Momo racing and is now out of production. <!-- I don't think this sentence helps people decide which wheel to buy... -- Although better than the Momo Racing, the Momo Force is still not as good as the DFP. --> <br clear="all" /> [[Image:DFP.jpg|right|thumb|The Logitech Driving Force Pro.]] ===Logitech Driving Force Pro=== This wheel has 900° of rotation. Like the Momo the Rev. A seems to have pedal problems, Rev B’s don’t have these issues. Available new around £55 (~$110), while used should be cheaper. This and the Momo are the best wheels for under £140 (~$280). This wheel has two Pedals. Many used ones are on eBay after people have upgraded to the G25. If i were to buy a wheel and had £55 (~$110) or thereabouts this would be top of my list to buy. The only issue is that at 900° the motors will not physically let you turn the wheel quick enough to countersteer for things like drifting, however it will do it great at 240°, so in this respect it still beats the Momo. This wheel was not marketed as being compatible with the PC - it was sold as a wheel for the PlayStation 2, especially Gran Turismo 4, however, it works with PC, it just needs Logitech Profiler installed, it uses a standard USB connector and the GT4 branding was just a marketing ploy to bundle GT4 and this wheel. It will work in JUST as many games as the Momo or other wheels will, don't let the PS2 compatibility fool you! This wheel seems to be replacing the Momo and has less issues, and seeing as this and the Momo are evenly priced I would herald this as the better wheel in comparison to the Momo - and therefore the best wheel for £55 (~$110).<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2250,CONTENTID=11097 Manufacturer site] <br clear="all" /> {|align="right" |[[Image:G25-Wheel.jpg|right|thumb|The Logitech G25 Wheel.]] |} {|align="right" |[[Image:G25-Gearpad.jpg|right|thumb|150px|The wheel's six-speed shift stick.]] |} ===Logitech G25=== 900° of rotation. Better FFB than the Momo and turns more than twice as fast as the DFP (a bugbear of the DFP - this wheel can turn so fast that if your fingers were to get in the way of the paddles when it turns full throttle it WILL hurt). This wheel has 3 pedals (clutch, brake and gas) and comes with a full H-pattern, six-speed shift stick with a reverse gear. The stick can also be adjusted to sequential shifting. Put simply this is the best wheel for under £1,000 (~$2,000). Retails at around £150 (~$300). The wheel is bigger and to quote one user "I love mine, its FFB feels sublime, the pedals feel beautifully balanced, and the wheel is bigger - i love it, it's amazing, I wish I'd bought it sooner". This wheel really is the top-dog for your "average" sim racer with a sensible budget, and it. However, being a new wheel it has some problems - like the shifter malfunctioning, however Logitech support will repair this under warranty for you. The shift stick also makes a distinctive clicking sound even when shifting through gears in the H-pattern system which doesn't usually appear on a real manual transmission - some people may experience these clicking sounds quite unrealistic. However, this can be removed by sticking a piece of foam plastic in the spring attached to the shifter rod which pushes a small metal ball against a plate with 3 groves inside the assembly. One other problem is that the paddles are a solid bar from side to side, with a little flex, unlike 2 separate parts as on wheels like the DFP and Momo, this means that if you upshift (or downshift) in a certain way the shock will go through the paddles and you'll drop two gears in the other direction. Luckily, this only seems to happen if you "flick" the paddles, and provided you keep your hands on the wheel it shouldn't happen. <br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11867 Manufacturer site] <br clear="all" /> [[Image:MS Sidewinder Red.jpg|right|thumb|The Microsoft SideWinder Force Feedback Wheel.]] ===Microsoft Sidewinder Force Feedback wheel=== Old and discontinued, but a good wheel, expect to pick one up from eBay for £5-£10 (~$10-$20) excluding postage (which, due to the size and weight of a wheel could easily be as much, if not more, than the wheel itself!). This wheel has 240° of rotation and FFB. A great first wheel if you are a casual LFS'er, want a cheap wheel, if you are unsure of whether a wheel is for you or if you can get one of these quick and want to know if its worth waiting to get a DFP/G25 etc. It was made in USB or parallel gameport flavours, gameport ones tend cheaper, but useless if you have no gameport, although you could pick up a sound card (which should come with a gameport) for £2 (~$4) (including postage) on eBay - if you plan on doing this method i reccomend that you go for the Creative SoundBlaster Live! 5.1 as it features a gameport, is XP compatible, cheap (~£2 (~$4)) and has fairly decent sound quality. If you have the choice, pick the USB one as if you do come to sell it you should get a higher price for it.<br clear="all" /> ==Other, more exotic, wheels== ===Wheels for specific needs=== If for one reason or another (due to a disability or lack of space) you cannot use pedals, the Thrustmaster Ferrari Force Feedback wheel and Rallye GT Pro wheel have split paddles, the bottom half of each pedal being analogue when the pedals were not plugged in. The paddle shifters on the Logitech Driving Force are plastic levers with a large surface area which are easy to depress, and like the Thrustmaster wheels these also operate as analogue axes when the pedals are disconnected. [http://www.thomas-superwheel.com Thomas Enterprises] produce steering wheels with similar features. == Wheel Problems Troubleshooting == [[Image:Momo.jpg|thumb|The black Logitech Momo Racing.]] === Logitech DFP and Momo === It is not uncommon for mass-produced devices with moving parts to harbour a few gremlins and Logitech controllers are no exception. There are a few issues which many Logitech users have in common and some may be addressed by applying software patches or using new drivers and software written for just this purpose. While some problems may be hardware or design issues (therefore can't be fixed by software), others may be rectified by trying the software fixes available. If your controller shows signs of a shifting centre for example, you can try the official Logitech fix for that problem. Before you post your Logitech problems on the Live For Speed Forums please check out the [http://www.wingmanteam.com/ Wingman Team Web Site] first to see if others have had the same problems you are having. Try the new drivers and other fixes that relate to your controller and see if you can solve some of the common problems that other people also have with their controller. Other utilities can be found on the Wingman Team site including DX Tweak2 which works for other controllers too, not just Logitech ones. Please visit the site and try to fix your problems. This may save several similar topics being created here every time someone experiences a typical fault. Many people have reported that their controller issues were solved by patching their software or updating to newer versions. If all else fails then contact Logitech for a replacement controller (if your warranty has not yet expired). === Hardware Problems === [[Image:Dfp.jpg|thumb|The inside of a DFP. Most wheel problems can be fixed without opening it.]] There are a few issues that can be identified that may lead to an under-performing controller. If your controller is still covered by the manufacturer's warranty it is wise to enquire about a replacement. Pulling your controller to pieces, or even removing one screw, will void your warranty so consider whether or not repairs are worth doing before becoming Dr Frankenstein. If you have no choices left then try [http://web.axelero.hu/mozso/momo_e5.html this] link. Although the site features a Momo, the information can be easily applied to the DFP as well. Replacement *pots, springs etc are not available separately. Special lubricant (grease) is used inside the controllers and you should be able to buy some from an electronics or hobby store. '''Normal lubricants are unsuitable and may corrode the plastic itself.''' * Try the software fixes listed above before assuming that you have a hardware problem. * If you are still covered by warranty, seek a replacement wheel from the manufacturer rather than repairing or modifying your controller. * If you dismantle or repair your controller you do so at your own risk. Damage to the controller or your person is your reponsibility. Don't forget to check our hardware section for more discussion on wheels and other controllers. ''Pot: Nickname for [http://en.wikipedia.org/wiki/Potentiometer potentiometer]. This is a small device used in analogue wheel/pedal or joystick that measures the movement of the wheel or pedal and sends signals to the PC so that your action can be reflected in the software.'' ==Ways To Maximise Your LFS Wheel Experience== ===Logitech Wheelの完璧な設定=== [[Image:LogitechSetup.jpg|thumb|Screenshot of a properly configured Logitech G25 wheel, using specific game profile made for LFS. (If you have Logitech MOMO, nevermind the "degrees of rotation" setting).]] Logitech ProfilerのFFB(Force Feedback)の設定を確認してください。確認の仕方は、"Options" - "Global Device Settings"で見るか、Gameプロファイルを使っているのなら"Edit" - "Specific Game Settings"です。推奨する設定値は以下の通りです: * ''Overall Effects Strength'' - 101-105%にしてください (101%が良いでしょう)。100%じゃなくて101%なのは、Logitech Profilerに問題があり、リニアな調整が101%からでないと効かないためです。FFBの調整はLFSをプレイ中でも[[Options#Controls|Options > Controls]]かショートカットキーで調整できます。<br> * ''Spring Effect Strength'' - 0%にしてください。これはドライバによる効果であり、LFSではこれを必要としていません(LFSの開発者に確認しました)。<br> * ''Damper Effect Strength'' - 0%にしてください。これはドライバによる効果であり、LFSではこれを必要としていません(LFSの開発者に確認しました)。<br> * ''Enable Centering Spring'' / ''Centering Spring Strength'' - チェックボックスのチェックを外し(無効にし)、0%にしてください。 * ''Report Combined Pedals'' - チェックを外してください。有効にしているとスロットルとブレーキが同一軸で扱われ、正しく操作できなくなります。 この設定はすべてのLogitech Wheelで有効ですが、項目名などはモデルにより多少違うかもしれません。 <!-- links to other languages --> [[en:Hardware]] [[de:Hardware]] 5b9a83d5f33085999df14a97afa12822b592f6aa 1950 1949 2009-05-22T01:01:55Z mochablendy 44 /* Ways To Maximise Your LFS Wheel Experience */ wikitext text/x-wiki ==Guide to commonly available wheels== It's a common question that many a sim-racer has asked - which wheel should I get? Buying a wheel is the easiest way to upgrade the immersiveness of LFS, and should help you to be able to understand what the car is doing better, whether your racing or drifting. But which ones are good, and which ones warrant your hard-earned cash? You can get “cheap” generic racing wheels, however these really aren’t worth touching with a barge pole, you can pick up a great new wheel for £50, you can spend more, and you can spend less by buying one of eBay (but beware, there are limits on how much abuse a wheel can take), and you could pick up an ok wheel (great just to see if a wheel is worth it, or if your a casual LFS'er) up for £5 (~$10) excluding postage - they are big pieces of kit and to get them posted well with lots of protection can cost a fair bit (ie to send a Microsoft Sidewinder wheel across the UK will cost around £10 (~$20). Most modern wheels nowadays come with a set of pedals, these are usually 2 pedals (throttle and brake), some also have clutch pedals as well, however this is less common and usually found on the more expensive wheels, ie in the £70+ (~$140) range Some have FFB (Force Feedback), which relays bumps in the road through the wheel as a vibration, or the wheels turning (as you would often feel up the steering column), ie as the tyres slide the wheel in a real cars turn as the wheels follow the path of least resistance - FFB makes sure the same thing happens to your wheel, and gives invaluable feedback, you can feel as the car’s tyres start to let go. It sounds like a gimmick, but it is very useful! Not to be confused with Vibration, which just shakes when you hit something like an arcadey console effect - FFB is fully (and very well) supported in LFS, while vibration (aka "Rumble Effect") isn't because it would give very little extra immersion (ie after hitting a tree in real life your wheel doesn't shake!). Rotation is the last part where wheels differ, it is measured from lock to lock. Some wheels have 900° (that's 2 and a half turns), some have 240° (that three quarters of a turn) and some have 180°, 900° is the most natural (although standard road cars use 720° or less), but you can race with 240° quite happily, and many WR holders use 180° so they needn't take their hand off the wheel, and so that they can quickly dial in the correct amount of steering, however you can be easily competitive with 540° or 720°. The LFS road cars have 720° of lock, you can use more or less, and is adjustable in the Logitech Profiler (assuming its a Logitech wheel, and out of those you can only change the rotation on the DFP and G25, however you can go from 90°-900°). LFS has full support of features such as rotation, forcefeedback, clutches and h-gate shifters, however some things are still missing, ie while you can use the H-Gate and the clutch, you cannot stall the car, as LFS will automatically keep the engine running with it's use of the clutch. [[Image:Driving Force.jpg|right|thumb|The Logitech Driving Force.]] ===Logitech Driving Force=== This wheel has vibration (for PS2) and force feedback (on the PC, once the wingman drivers are installed). It has 180° of rotation lock to lock. I think it’s out of production, and as such seems to command £35 (~$70) new, which seems very high (compared to Logitech's other offerings), and is really only worth getting around the £20 (~$40) mark. This wheel is compatible with some older PlayStation 2 games before the Driving Force Pro became available.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:Driving Force EX.jpg|right|thumb|The Logitech Driving Force EX. ]] ===Logitech Driving Force EX=== Designed for PlayStation 2, will probably work with PC once you install the Wingman Drivers, however its really a wheel you might already have for a PS2 rather than one I recommend you buy for LFS - if this is in your price range the Microsoft SideWinder wheel is probably a better bet.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:Momo.jpg|right|thumb|The black Logitech Momo Racing.]] ===Logitech MOMO Racing === A very good wheel, 240° of rotation, 2 pedals and force feedback. Make sure you get a Rev. B version, as Rev. A has pedal problems (which however can be fixed given 30 mins and some tape, but its still easier and safer to get the newer Rev. B). It currently sells for £50 new, although many people have upgraded to the G25, so there are some more on eBay, I think Logitech have stopped producing them so expect prices of them new to rise (as theirs few new ones on the market), but used prices to fall. This (and the DFP) are the best wheels for around £50 (~$100), however the general consensus is that the DFP is an all round better wheel.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=6030 Manufacturer site] <br clear="all" /> [[Image:MOMO Force Red.gif|right|thumb|The red Logitech MOMO Force.]] ===Logitech MOMO Force ("The Red MOMO")=== Essentially similar to the Logitech MOMO Racing, the only real difference is that it is seemingly made from better materials. It is rare, and therefore can be quite expensive on sites like eBay, it came out before the Momo racing and is now out of production. <!-- I don't think this sentence helps people decide which wheel to buy... -- Although better than the Momo Racing, the Momo Force is still not as good as the DFP. --> <br clear="all" /> [[Image:DFP.jpg|right|thumb|The Logitech Driving Force Pro.]] ===Logitech Driving Force Pro=== This wheel has 900° of rotation. Like the Momo the Rev. A seems to have pedal problems, Rev B’s don’t have these issues. Available new around £55 (~$110), while used should be cheaper. This and the Momo are the best wheels for under £140 (~$280). This wheel has two Pedals. Many used ones are on eBay after people have upgraded to the G25. If i were to buy a wheel and had £55 (~$110) or thereabouts this would be top of my list to buy. The only issue is that at 900° the motors will not physically let you turn the wheel quick enough to countersteer for things like drifting, however it will do it great at 240°, so in this respect it still beats the Momo. This wheel was not marketed as being compatible with the PC - it was sold as a wheel for the PlayStation 2, especially Gran Turismo 4, however, it works with PC, it just needs Logitech Profiler installed, it uses a standard USB connector and the GT4 branding was just a marketing ploy to bundle GT4 and this wheel. It will work in JUST as many games as the Momo or other wheels will, don't let the PS2 compatibility fool you! This wheel seems to be replacing the Momo and has less issues, and seeing as this and the Momo are evenly priced I would herald this as the better wheel in comparison to the Momo - and therefore the best wheel for £55 (~$110).<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2250,CONTENTID=11097 Manufacturer site] <br clear="all" /> {|align="right" |[[Image:G25-Wheel.jpg|right|thumb|The Logitech G25 Wheel.]] |} {|align="right" |[[Image:G25-Gearpad.jpg|right|thumb|150px|The wheel's six-speed shift stick.]] |} ===Logitech G25=== 900° of rotation. Better FFB than the Momo and turns more than twice as fast as the DFP (a bugbear of the DFP - this wheel can turn so fast that if your fingers were to get in the way of the paddles when it turns full throttle it WILL hurt). This wheel has 3 pedals (clutch, brake and gas) and comes with a full H-pattern, six-speed shift stick with a reverse gear. The stick can also be adjusted to sequential shifting. Put simply this is the best wheel for under £1,000 (~$2,000). Retails at around £150 (~$300). The wheel is bigger and to quote one user "I love mine, its FFB feels sublime, the pedals feel beautifully balanced, and the wheel is bigger - i love it, it's amazing, I wish I'd bought it sooner". This wheel really is the top-dog for your "average" sim racer with a sensible budget, and it. However, being a new wheel it has some problems - like the shifter malfunctioning, however Logitech support will repair this under warranty for you. The shift stick also makes a distinctive clicking sound even when shifting through gears in the H-pattern system which doesn't usually appear on a real manual transmission - some people may experience these clicking sounds quite unrealistic. However, this can be removed by sticking a piece of foam plastic in the spring attached to the shifter rod which pushes a small metal ball against a plate with 3 groves inside the assembly. One other problem is that the paddles are a solid bar from side to side, with a little flex, unlike 2 separate parts as on wheels like the DFP and Momo, this means that if you upshift (or downshift) in a certain way the shock will go through the paddles and you'll drop two gears in the other direction. Luckily, this only seems to happen if you "flick" the paddles, and provided you keep your hands on the wheel it shouldn't happen. <br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11867 Manufacturer site] <br clear="all" /> [[Image:MS Sidewinder Red.jpg|right|thumb|The Microsoft SideWinder Force Feedback Wheel.]] ===Microsoft Sidewinder Force Feedback wheel=== Old and discontinued, but a good wheel, expect to pick one up from eBay for £5-£10 (~$10-$20) excluding postage (which, due to the size and weight of a wheel could easily be as much, if not more, than the wheel itself!). This wheel has 240° of rotation and FFB. A great first wheel if you are a casual LFS'er, want a cheap wheel, if you are unsure of whether a wheel is for you or if you can get one of these quick and want to know if its worth waiting to get a DFP/G25 etc. It was made in USB or parallel gameport flavours, gameport ones tend cheaper, but useless if you have no gameport, although you could pick up a sound card (which should come with a gameport) for £2 (~$4) (including postage) on eBay - if you plan on doing this method i reccomend that you go for the Creative SoundBlaster Live! 5.1 as it features a gameport, is XP compatible, cheap (~£2 (~$4)) and has fairly decent sound quality. If you have the choice, pick the USB one as if you do come to sell it you should get a higher price for it.<br clear="all" /> ==Other, more exotic, wheels== ===Wheels for specific needs=== If for one reason or another (due to a disability or lack of space) you cannot use pedals, the Thrustmaster Ferrari Force Feedback wheel and Rallye GT Pro wheel have split paddles, the bottom half of each pedal being analogue when the pedals were not plugged in. The paddle shifters on the Logitech Driving Force are plastic levers with a large surface area which are easy to depress, and like the Thrustmaster wheels these also operate as analogue axes when the pedals are disconnected. [http://www.thomas-superwheel.com Thomas Enterprises] produce steering wheels with similar features. == Wheel Problems Troubleshooting == [[Image:Momo.jpg|thumb|The black Logitech Momo Racing.]] === Logitech DFP and Momo === It is not uncommon for mass-produced devices with moving parts to harbour a few gremlins and Logitech controllers are no exception. There are a few issues which many Logitech users have in common and some may be addressed by applying software patches or using new drivers and software written for just this purpose. While some problems may be hardware or design issues (therefore can't be fixed by software), others may be rectified by trying the software fixes available. If your controller shows signs of a shifting centre for example, you can try the official Logitech fix for that problem. Before you post your Logitech problems on the Live For Speed Forums please check out the [http://www.wingmanteam.com/ Wingman Team Web Site] first to see if others have had the same problems you are having. Try the new drivers and other fixes that relate to your controller and see if you can solve some of the common problems that other people also have with their controller. Other utilities can be found on the Wingman Team site including DX Tweak2 which works for other controllers too, not just Logitech ones. Please visit the site and try to fix your problems. This may save several similar topics being created here every time someone experiences a typical fault. Many people have reported that their controller issues were solved by patching their software or updating to newer versions. If all else fails then contact Logitech for a replacement controller (if your warranty has not yet expired). === Hardware Problems === [[Image:Dfp.jpg|thumb|The inside of a DFP. Most wheel problems can be fixed without opening it.]] There are a few issues that can be identified that may lead to an under-performing controller. If your controller is still covered by the manufacturer's warranty it is wise to enquire about a replacement. Pulling your controller to pieces, or even removing one screw, will void your warranty so consider whether or not repairs are worth doing before becoming Dr Frankenstein. If you have no choices left then try [http://web.axelero.hu/mozso/momo_e5.html this] link. Although the site features a Momo, the information can be easily applied to the DFP as well. Replacement *pots, springs etc are not available separately. Special lubricant (grease) is used inside the controllers and you should be able to buy some from an electronics or hobby store. '''Normal lubricants are unsuitable and may corrode the plastic itself.''' * Try the software fixes listed above before assuming that you have a hardware problem. * If you are still covered by warranty, seek a replacement wheel from the manufacturer rather than repairing or modifying your controller. * If you dismantle or repair your controller you do so at your own risk. Damage to the controller or your person is your reponsibility. Don't forget to check our hardware section for more discussion on wheels and other controllers. ''Pot: Nickname for [http://en.wikipedia.org/wiki/Potentiometer potentiometer]. This is a small device used in analogue wheel/pedal or joystick that measures the movement of the wheel or pedal and sends signals to the PC so that your action can be reflected in the software.'' ==最高のドライビングフィールを得るために== ===Logitech Wheelの完璧な設定=== [[Image:LogitechSetup.jpg|thumb|Screenshot of a properly configured Logitech G25 wheel, using specific game profile made for LFS. (If you have Logitech MOMO, nevermind the "degrees of rotation" setting).]] Logitech ProfilerのFFB(Force Feedback)の設定を確認してください。確認の仕方は、"Options" - "Global Device Settings"で見るか、Gameプロファイルを使っているのなら"Edit" - "Specific Game Settings"です。推奨する設定値は以下の通りです: * ''Overall Effects Strength'' - 101-105%にしてください (101%が良いでしょう)。100%じゃなくて101%なのは、Logitech Profilerに問題があり、リニアな調整が101%からでないと効かないためです。FFBの調整はLFSをプレイ中でも[[Options#Controls|Options > Controls]]かショートカットキーで調整できます。<br> * ''Spring Effect Strength'' - 0%にしてください。これはドライバによる効果であり、LFSではこれを必要としていません(LFSの開発者に確認しました)。<br> * ''Damper Effect Strength'' - 0%にしてください。これはドライバによる効果であり、LFSではこれを必要としていません(LFSの開発者に確認しました)。<br> * ''Enable Centering Spring'' / ''Centering Spring Strength'' - チェックボックスのチェックを外し(無効にし)、0%にしてください。 * ''Report Combined Pedals'' - チェックを外してください。有効にしているとスロットルとブレーキが同一軸で扱われ、正しく操作できなくなります。 この設定はすべてのLogitech Wheelで有効ですが、項目名などはモデルにより多少違うかもしれません。 <!-- links to other languages --> [[en:Hardware]] [[de:Hardware]] 298e1c935b0017770ec52916f63c27a33a2d4874 ドライビングガイド 0 1416 1951 1626 2010-03-28T02:53:03Z highbridge 2 /* スピードは貫性からやってくる */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === スピードは貫性からやってくる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one of can cost you a win. Also, it will make it very difficult to improve and get really fast. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. Consistency is an absolute must when adjusting your setups. When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[Additional_Tools#Analyze_for_Speed|AnalyzeForSpeed]] === This tool is fantastic. When you watch WRs and can’t work out how they are getting through corners at certain speeds, this tool can help. You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as tho you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you.<br> [http://www.ctd-racing.com/AFS/ Analyse for Speed website]<br> [http://www.liveforspeed.net/?page=analysers LFS's analysers info page (to download the 'trackmaps')] === コーナーへのアプローチ === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] bc7e1d4847aef65876a6a761d3f88810f48800a1 ドライビングガイド 0 1416 1952 1951 2010-03-28T02:55:40Z highbridge 2 /* スピードは貫性からやってくる */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === [[Additional_Tools#Analyze_for_Speed|AnalyzeForSpeed]] === This tool is fantastic. When you watch WRs and can’t work out how they are getting through corners at certain speeds, this tool can help. You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as tho you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you.<br> [http://www.ctd-racing.com/AFS/ Analyse for Speed website]<br> [http://www.liveforspeed.net/?page=analysers LFS's analysers info page (to download the 'trackmaps')] === コーナーへのアプローチ === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 9e002a6c6700d55d0b04db80501a7cdb867ac766 1953 1952 2010-03-28T02:58:56Z highbridge 2 /* [[Additional_Tools#Analyze_for_Speed|AnalyzeForSpeed]] */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === コーナーへのアプローチ === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 73d3334f8b3820247a09882d6f36aa9c9ad0c012 1954 1953 2010-03-28T03:00:41Z highbridge 2 /* コーナーへのアプローチ */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 7c0d6b389b5f0797fcbd8112d92d04dea3ac17d7 1955 1954 2010-03-28T03:02:24Z highbridge 2 /* ブレーキング */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 86d374ba3b93577d88885cebf594577c71412008 1956 1955 2010-03-28T03:03:22Z highbridge 2 /* タイヤ */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === 重要なコーナー === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 41a1b3e92af5561f0f22b7ec866dbe46d1723eb4 1957 1956 2010-03-28T03:04:37Z highbridge 2 /* 重要なコーナー */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === 早めのパワー === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction a a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 11240ec9ffac9738a245123bf0da9ebfc9d26ba3 1958 1957 2010-03-28T03:07:08Z highbridge 2 /* 早めのパワー */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === スプリット === Know you’re split times so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too so you know which sections you need to make up most time in. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 2d8308d0114aae697755164377930d35831a9d24 1959 1958 2010-03-28T03:08:09Z highbridge 2 /* スプリット */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 速いレーサーについていく === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 5f236c79532bccf975f834b54bbdb967d410235c 1960 1959 2010-03-28T03:10:16Z highbridge 2 /* 速いレーサーについていく */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === ワールドレコードを手本に === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] f4afbfea9182ceed72f7084c042c628065681430 1961 1960 2010-03-28T03:11:32Z highbridge 2 /* ワールドレコードを手本に */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 7cfd2a8a1f0e9fd08293ff21ca7b58375edf6f6d 1962 1961 2010-03-28T03:13:54Z highbridge 2 /* 動く前に見てください */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 8c45c36aaa4cf708d8dc35b0d01471318ae3e29c 1963 1962 2010-03-28T03:41:40Z highbridge 2 /* 1コーナーで生き残る */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 == ドライビング Tips == ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深い === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 813dcda9c066b2ba8becfd38160af4230ed26b1d 1964 1963 2010-03-28T03:42:28Z highbridge 2 /* ドライビング Tips */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンな追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深い === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] cc568de7e37382d3724129996a4b413a89e18de7 1965 1964 2010-03-28T03:43:17Z highbridge 2 /* クリンな追い越す戦術を使用してください。 */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深い === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] a0d3b412a024c440bc37e9c9f6bdbf6feba99bd5 1966 1965 2010-03-28T03:46:29Z highbridge 2 /* Smooth, dynamic driving rewards faster lap times */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === 滑らかでダイナミックな運転はより速いラップタイムに報います === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深い === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == ドラフティング/スリップストリ-ム == ''by Gunn'' As a car races forwards it punches a hole in the air as it goes along, and after the car has gone past the displaced air rushes in to fill the gap. If you travel very close to the car in front you will notice that you can go faster than he is able to. This is known as drafting or slipstreaming. The leading car disturbs the air and does all of the work, the following car (travelling in a nice pocket with almost no wind resistance) is not inhibited and can build up speed faster than normally possible. The trailing car "gets a tow" from the car in front. It is easy to see how drafting could be used to overtake your opponents and indeed it is a much-used overtaking technique. In some cases two cars may be so well matched that the only chance the trailing driver has to overtake is by drafting on a long straight. So obviously drafting has real benefits, but also there are hazards. === 利益 === * Your car may reach a higher top speed by drafting (once you pull out of the draft the wind resistance will steadily pull your speed back to the normal maximum for your setup. However your gear ratios and final drive will ultimately effect how well your car can take advantage of drafting). * Drafting gives you a temporary and short-lived opportunity to gain position, but timing is important. Sometimes drafting may be the only safe way past your rival. * Drafting can reduce lap times during a race and may have a minimal fuel-saving benefit. === リスク === * Braking is not as effective when travelling in another car's slipstream. Not only are you perhaps travelling faster than normal when you reach your braking zone but you have less resistance and slowing down will not be as abrupt as usual. The potential to shunt the leading car is great, and racers should always be prepared to adjust their braking to suit the situation. * Shunting while travelling at full speed is also a risk. If you are very close behind the leading car then your speed may incease very rapidly in a short time. You don't want to shunt the other racer, you'll either damage both cars or even worse you may propel him forward and increase his lead! * Cornering in the slipstream can be very tricky. Aerodynamic downforce that is generated by some types of cars (GTR, FOX, FO8) can be affected when there is no air to create downforce on the wings or spoilers. Coupled with your extra speed when drafting this can cause spin-outs in fast curves and can effect your braking too. === 思いやり === ''Should I draft other cars in a race?''<br> Absolutely, but be wary of contact and be ready to brake earlier then usual when approaching corners or slower drivers. ''Is drafting a sure way to overtake an opponent?''<br> No. Often the benefit gained from drafting is not enough to make the pass. If you get close to the leading car early on to the straight then you have a real chance of winning the position, but be wary of jumping into the slipstream late, make sure you have enough room to carry out your plans. ''What do I do if another car is drafting me?''<br> If on a straight, hold your line but do not swerve or block, if you get overtaken, then that's motor racing, set yourself up for a well-timed attack further up the track or on the next lap and fight back when you have a real chance of making it happen.<br> If approaching a corner you can take a defensive line to make overtaking more difficult, but swerving is still a no-no. You should only ever make one defensive movement in response to an attack.<br> Absolutely do not brake earlier than usual if you can help it. Remember that the drafting car will brake with difficulty. == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] f302b49ffa775cadd7af1378e1eef634df5ae44f 1967 1966 2010-03-28T03:48:02Z highbridge 2 /* ドラフティング/スリップストリ-ム */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === 滑らかでダイナミックな運転はより速いラップタイムに報います === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深い === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' == レースドライビングの基本 == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] 462c71e42b02f6c8ee7c675174685d4c19158446 1972 1967 2010-03-28T03:57:36Z highbridge 2 /* レースドライビングの基本 */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === 滑らかでダイナミックな運転はより速いラップタイムに報います === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深い === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' 6857ab9a673dfd9e4166f042f1a5084a68adfb1c 1994 1972 2010-03-31T15:27:40Z highbridge 2 /* クリンに追い越す戦術を使用してください。 */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === 滑らかでダイナミックな運転はより速いラップタイムに報います === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深い === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' c6c0639a50d325a762d32f3a67a3a3c313a1d7ea 1995 1994 2010-03-31T15:28:32Z highbridge 2 /* シフトダウンするときは注意深い */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === 滑らかでダイナミックな運転はより速いラップタイムに報います === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深く === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' a03cd12b8ac3c8189db753fb23be140bb90b77a4 1996 1995 2010-03-31T15:29:06Z highbridge 2 /* 1コーナーで生き残る */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルは控えめに === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === 滑らかでダイナミックな運転はより速いラップタイムに報います === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深く === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. === 1コーナーで生き残る === ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' 36fcaed101097867a11f74b05a04e023688d2ac3 メインページ 0 1 1968 1948 2010-03-28T03:53:28Z highbridge 2 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #*[[ドライビング・ガイド]] #[[基本ドライビング・ガイド]] #[[応用ドライビング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ===日本国内レースイベント=== *[[レース日程]] ===日本国内 各サーバー状況=== *[http://whrt.jpn.ch/~lfs/jphost.php 稼動状況一覧] *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Practice WHRT Practice]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> ===その他=== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 368c34744b62f135844672837e418c78e0466c8f 1969 1968 2010-03-28T03:54:41Z highbridge 2 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #ドライビング・ガイド #[[基本ドライビング・ガイド]] #[[応用ドライビング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ===日本国内レースイベント=== *[[レース日程]] ===日本国内 各サーバー状況=== *[http://whrt.jpn.ch/~lfs/jphost.php 稼動状況一覧] *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Practice WHRT Practice]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> ===その他=== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 32d1dfc050d92bb8c380ef48831f11ae1b96c740 1970 1969 2010-03-28T03:55:47Z highbridge 2 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #ドライビング・ガイド #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ===日本国内レースイベント=== *[[レース日程]] ===日本国内 各サーバー状況=== *[http://whrt.jpn.ch/~lfs/jphost.php 稼動状況一覧] *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Practice WHRT Practice]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> ===その他=== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 289fac956970f2f3b617a59ba0f81c5e734f09b3 1971 1970 2010-03-28T03:56:24Z highbridge 2 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ===日本国内レースイベント=== *[[レース日程]] ===日本国内 各サーバー状況=== *[http://whrt.jpn.ch/~lfs/jphost.php 稼動状況一覧] *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Practice WHRT Practice]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> ===その他=== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 44ed1f40cca5af08c859b1b4496bcf64b0fa9f8b 基本ドライビングガイド 0 1472 1973 2010-03-28T03:58:12Z highbridge 2 wikitext text/x-wiki == 基本ドライビング == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] ee7c0396ec7ba94e1e67257fc30995eea9c21ca7 1974 1973 2010-03-28T03:58:41Z highbridge 2 /* 基本ドライビング */ wikitext text/x-wiki == 基本ドライビング・ガイド == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] ca7edc8ff620be1cdabb7a61c71f74489c22ae0d 応用ドライビングガイド 0 1473 1975 2010-03-28T03:59:24Z highbridge 2 wikitext text/x-wiki == More Driving Tips == ''by Gentlefoot'' === Speed comes from consistency === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. Consistency is an absolute must when adjusting your setups. When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[Telemetry#Analyze_for_Speed|AnalyzeForSpeed]] === This tool is fantastic. When you watch WRs and can’t work out how they are getting through corners at certain speeds, this tool can help. You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as though you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you.<br> [http://www.ctd-racing.com/AFS/ Analyse for Speed website]<br> [http://www.liveforspeed.net/?page=analysers LFS's analysers info page (to download the 'trackmaps')] === Corner Entry === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === Braking === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. WARNING! Changing down too early in front wheel drive cars can cause damage to your engine. Repeated damage will have an affect on the power output, so scuppering your chance of staying consistent. Although engine damage is repaired in 0 seconds (currently) when in the pits, it takes time to make a pit stop. === Tyres === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === Important Corners === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === Power on Early === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction of a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. In a some cars with lower power, you can even get on the throttle half way through the turn. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === Splits === Know your split times, so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too, so you know which sections you need to make up most time in. === Following Faster Racers === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === Emulating WRs === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. 2d9fbe15f0ee570014024ddbba80863ca1841fd3 ドリフトガイド 0 1474 1976 2010-03-28T04:00:33Z highbridge 2 wikitext text/x-wiki == Tuning the Car == Tuning the car is one of the more important factors in how your car can drift. The best way to tune the suspension is to make the rear sway bars hard, but the front sway bars loose. Also, turning the anti-roll on the rear axle down will help you drift better. Next, focus on the tires. The rear tires should be overinflated. It can sometimes also help to underinflate the front tires. Lastly, move to adjusting the gear ratios. Raising the final gear ratio will give the car more torque, making it easier to get wheelspin and to drift. as well as having a stiff sway bar, you may also have tight springs, and high negative camber in the front tires. depending on your style you may also want your brakes either toward the front, or central. if you set them toward the front, you can induce oversteer by braking easier, and catch a spin by locking the front wheels. if you set it central then you can use the brakes to lock the rear wheels, and many other tricks to save a drift (too complicated to say here, but it involves locking all four wheels). for what differential you use, i recomend a clutch LSD. i use a high percentage for on-power, and low setting for off-power, to help catch spins. locked diff's are unforgiving, but very easy to start a drift. do what works for you, and if you need help dont hesitate to search on lfsforum.net and ask for some help. *more advanced* the main part is suspension (this is only to experiment to make your set as good as it can be only if you have experience) suspension has a few setup areas that can make and brake a set. the first is ride height, this is not important until the end of the suspension tuning. stiffness, the stiffer the spring the more oversteer there generally is, so why not tighten up the rear all the way? because in drifting you need control too. so you should have the rear springs generally about 3/4 of the way to the right, and about 1/3 to 1/2 in the front. then you should come back and tweak it as needed. then there is damping. this is how much resistance to bounce it has, you should drop your car and ajust it so there is the fall compress and depress and stops there, both for front and rear. it also affects fine tuning for drifts. so if you are understeering too much you should have a little less dampening and vice versa. (that goes for grip too) sway bars. these do not do much in drifting as far as i know, so i just have the front more then the rear by a little and keep it around 1/4 sway bar :shrug: ride height. you should drop your car and have it low enough so it just barely looks like it is bottoming out. drivetrain: clutches. to keep it simple enough, the locked diff is very easy to drift but hard to drive, open diff is oppisite, clutch just puts force on having the wheels not spin at different speeds, and viscous depends on the speed of the wheels. i tend to like clutch at a pretty high locking, moterate coast (or whatever it is called), and kinda high force. viscous at moderate force, and stay away from open. for gearing keep it how it was, and lower the final (to the right) a little bit so you can keep the rpms up. (have it so it maxes out at the fastest part of the track) tires: the type of tire really doesnt matter too much, but i like to stick to normal tires. first of all you should put your front camber at -2.5 degrees, and your rear at about -.5 to -1.25. the tire pressure for the front should stay around 30 psi, and in the rear inflate them a lot so they dont get too hot too fast. passengers: the amount of passengers doesnt matter too much, but if you want perfect balance put someone in the passenger seat. a01e511caaa42094bb47864bdf541a2edc13074c サーキット 0 1415 1977 1481 2010-03-28T04:01:55Z highbridge 2 /* S1 Tracks */ wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 Tracks == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#000;" |'''S1 tracks''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Track ! style="border: 1px solid #000000;" | Circuit ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Length ! style="border: 1px solid #000000;" | Grid Size |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.307 km (2.055 mi)||32 |- |Rallycross||BL2||1.839 km (1.143mi)||24 |- |Car Park||BL3||N/A||16 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||30 |- |Town Course||SO5||3.146 km (1.955 mi)||30 |- |Chicane Route||SO6||2.917 km (1.813 mi)||30 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - Located in the English countryside, the Blackwood circuit, characterized by a long back straight, is the environment available in the demo. It contains one road and one rallycross configuration, plus reverse for each, and a rectangular parking lot for autocross. *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. It contains six road configurations, plus reverse. *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 6.6 km (4.1 mi). *'''Test Area''' - A group of non-circuit environments that include: **'''Autocross''' - A large, flat, L-shaped parking lot with placeable marker objects for custom track layouts **'''Skid Pad''' - A circular pad for testing a car's cornering ability **'''Drag Strip''' - A 400m, eight-lane drag racing strip == S2 Tracks == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="4" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 tracks''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Track ! style="border: 1px solid #000000;" | Circuit ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Length |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||1.9 mi (3.0 km) |- |National||KY2||3.2 mi (5.1 km) |- |GP Long||KY3||4.6 mi (7.4 km) |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" | [[Tracks:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||International||WE1||3.2 mi (5.2 km) |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[Tracks:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.2 mi (1.9 km) |- |Club||AS2||1.9 mi (3.1 km) |- |National||AS3||3.5 mi (5.6 km) |- |Historic||AS4||5.0 mi (8.1 km) |- |Grand Prix||AS5||5.5 mi (8.8 km) |- |Grand Touring||AS6||5.0 mi (8.0 km) |- |North||AS7||3.2 mi (5.2 km) |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The sweeping Westhill circuit, situated in a farming area, provides fast and wide turns. It contains one road configuration so far, plus reverse. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 5.5 miles (8.8 km). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. {{Tracks}} <!-- links to other languages --> [[de:Strecken]] a1bd78c43b139b12ebfbf196420d09771a83a1fd 1978 1977 2010-03-28T04:02:20Z highbridge 2 /* S2 Tracks */ wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 Tracks == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#000;" |'''S1 tracks''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Track ! style="border: 1px solid #000000;" | Circuit ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Length ! style="border: 1px solid #000000;" | Grid Size |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.307 km (2.055 mi)||32 |- |Rallycross||BL2||1.839 km (1.143mi)||24 |- |Car Park||BL3||N/A||16 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||30 |- |Town Course||SO5||3.146 km (1.955 mi)||30 |- |Chicane Route||SO6||2.917 km (1.813 mi)||30 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - Located in the English countryside, the Blackwood circuit, characterized by a long back straight, is the environment available in the demo. It contains one road and one rallycross configuration, plus reverse for each, and a rectangular parking lot for autocross. *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. It contains six road configurations, plus reverse. *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 6.6 km (4.1 mi). *'''Test Area''' - A group of non-circuit environments that include: **'''Autocross''' - A large, flat, L-shaped parking lot with placeable marker objects for custom track layouts **'''Skid Pad''' - A circular pad for testing a car's cornering ability **'''Drag Strip''' - A 400m, eight-lane drag racing strip == S2 Tracks == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 tracks''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Track ! style="border: 1px solid #000000;" | Circuit ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Length ! style="border: 1px solid #000000;" | Grid Size |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" | [[Tracks:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||International||WE1||5.180 km (3.219 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[Tracks:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The sweeping Westhill circuit, situated in a farming area, provides fast and wide turns. It contains one road configuration so far, plus reverse. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 8.8 km (5.5 mi). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. 51260e0abf53e7ff0fd3dea5abd38c78bfc76ff7 車種 0 1414 1979 1819 2010-03-28T04:05:07Z highbridge 2 /* 収録車種の要約 */ wikitext text/x-wiki == 収録車種の要約 == === Demo Cars === [[image:DemoCars.jpg|thumb|XFG and XRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo cars''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Model ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Layout ! style="border: 1px solid #000000;" | Drive ! style="border: 1px solid #000000;" | Engine ! style="border: 1px solid #000000;" | Output ! style="border: 1px solid #000000;" | Weight |- |[[Cars:FR#XFG|XF GTI]]||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L inline-4||86 kW (115 hp)||942 kg (2076 lb) |- |[[Cars:FR#XR_GT|XR GT]]||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||104 kW (140 hp)||1150 kg (2536 lb) |- |[[Cars:Single-Seaters#Formula_BMW|Formula BMW]]||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 150cc3c8031e9e613e8c76422b4fce2d84b4500c 1980 1979 2010-03-28T04:10:35Z highbridge 2 /* 収録車種の要約 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] dfe5ba3065b4d27dc957aae8211bd4d78f026c4b 1981 1980 2010-03-28T04:12:27Z highbridge 2 /* Formula XR (FOX) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1) === [[image:UF1_jpn.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.0 litre inline 4<br> Power: 41 kW (55 bhp) @ 5589 rpm<br> Torque: 88 Nm (65 lbft) @ 3009 rpm<br> Total Mass: 600 kg (1323 lbs) (572 kg (1262 lbs) Open Top)<br> Power-weight: 69 W/kg (93 bhp/ton) (72 W/kg (98 bhp/ton) Open Top)<br> Weight dist: 59.9 F 40.1 R (61.2 F 38.8 R Open Top)<br> Fuel tank capacity: 35 ltr ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 77aa7a96adddda53c7ef0243e7f412555373828d 1982 1981 2010-03-28T04:15:18Z highbridge 2 /* UF 1000 (UF1) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1.jpg |Drive=Front engined, front wheel drive |Engine=1.0 litre inline 4 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDist=59.0 F 41.0 R |Fuel=35 |Information=ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. |セットアップのヒント=Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will tend to understeer. }} ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 16a9587646399d6c4417c78c2fdb094b2607e282 1983 1982 2010-03-28T04:16:26Z highbridge 2 /* UF 1000 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1_jpn.jpg |Drive=Front engined, front wheel drive |Engine=1.0 litre inline 4 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDist=59.0 F 41.0 R |Fuel=35 |Information=ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. |セットアップのヒント=Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will tend to understeer. }} ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] bed0a5d2a904ea8f7883ad51f41e3ed0bdceb82f 1984 1983 2010-03-28T04:18:20Z highbridge 2 /* UF 1000 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=XFG_jpn.jpg |Drive=Front engined, front wheel drive |Engine=1.0 litre inline 4 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDist=59.0 F 41.0 R |Fuel=35 |Information=ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. |セットアップのヒント=Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will tend to understeer. }} ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 770d85f45e56c5ee8bf47451c977a6d57c9469c5 1985 1984 2010-03-28T04:22:07Z highbridge 2 /* UF 1000 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=XFG.jpg |Drive=Front engined, front wheel drive |Engine=1.0 litre inline 4 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDist=59.0 F 41.0 R |Fuel=35 |Information=ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. |セットアップのヒント=Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will tend to understeer. }} ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] c3a01152f144e06413ead4b85ea537598bdb21ff 1986 1985 2010-03-28T04:22:35Z highbridge 2 /* UF 1000 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |[[image:XFG_jpn.jpg|thumb]] |Drive=Front engined, front wheel drive |Engine=1.0 litre inline 4 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDist=59.0 F 41.0 R |Fuel=35 |Information=ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. |セットアップのヒント=Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will tend to understeer. }} ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] e79a9e05f12c3dffb9f99c383675cbf1ad72f910 1987 1986 2010-03-28T04:25:44Z highbridge 2 /* UF 1000 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == == UF 1000 == [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 724c1a63bd06e1f73aa9999c8fec31ab88cd7d35 1988 1987 2010-03-28T04:26:05Z highbridge 2 /* UF 1000 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 === [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 5b5ec6e9b75e15afdbe0ee71a7ab8423a44cce99 1989 1988 2010-03-28T04:30:35Z highbridge 2 /* Formula BMW */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 === [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] ea1713c59aa7d29eb59ad509e5e1e2703e7cfe33 1990 1989 2010-03-28T04:30:56Z highbridge 2 /* Formula BMW */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 === [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] b51edf7d1b5c065498b6401592b98ca8c179e72a 1991 1990 2010-03-28T04:31:22Z highbridge 2 /* Formula BMW */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 === [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 66263cb854219b27c68788a07a4def5b87aea63d 1992 1991 2010-03-28T04:31:56Z highbridge 2 /* UF 1000 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 0d6c26917306f1b4379baaa2459076ab80488a26 1993 1992 2010-03-28T04:38:14Z highbridge 2 /* FZ50 GTR (FZR) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. '''Setup tip:''' Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 44a6f34b3d51a0ab31a8e1ac350f328ac051b5b3 1997 1993 2010-04-22T14:02:13Z Lovin 51 /* RB4 GT (RB4) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi Really existing prototype of a sportscar from Finland powered by a mid-mounted turbocharged Saab engine. Hard to be driven on the limit. '''Setup tip:''' The lack of rear antiroll bar can make this awkward to setup. Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 9ad3bc08536e5039110cc2e4b40f5c004abc2180 1998 1997 2010-04-22T14:12:49Z Lovin 51 /* RaceAbout (RAC) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 23047aaf5f403b0ccfdde90c7e9998596c5a6128 1999 1998 2010-04-22T18:46:30Z Lovin 51 /* XF GTR (XFR) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。 Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] e6cf455840a82121768314dc43e52605ae7d8dbc 2000 1999 2010-04-22T18:47:05Z Lovin 51 /* XF GTR (XFR) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] c2ef12b0ef0e1d76bcb39f15e59b205cc2f0cdb2 2001 2000 2010-04-27T10:23:34Z Lovin 51 /* XR GTR (XRR) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 5d4426b7ffd7b59d59d5399e0a80fa8edb1292bc 車種 0 1414 2002 2001 2010-04-27T10:46:12Z Lovin 51 /* FXO GTR (FXR) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 5dd7a7316eceb18332359eeeea08eeb8e5e654a4 2003 2002 2010-04-27T10:55:34Z Lovin 51 /* FZ50 GTR (FZR) */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == ===720°=== これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, UF1, UFR, XFR, FZ5 ===540°=== これらの車のロックtoロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR ===450°=== この2車種のロックtoロックは1.25回転になっています。 FO8, BF1 ===270°=== この車は唯一、1回転未満の0.75回転です。 MRT <!-- links to other languages --> [[de:Wagen]] 6e159bf362d274343b31f80b75ab237419efef6c 初期化 0 1453 2004 1945 2010-08-14T01:46:18Z dankitk 37 /* Endurance setup */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアの伸び側ダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントの伸び側ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回し始める前にあなたが望む最大の力を加えたとしたら、車輪はただロックしてしまうだけです。 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == Tuning existing setup == [[image:Moby5.jpg|thumb]] ==== Different controls ==== What parameters is special for each control and controller setting? Isolating these will help you to tune it to your wheel. These are found under steering in the garage. The first one is maximum lock. This value will control how many degrees the wheels will turn until it’s fully locked. If you feel a set is nervous and someone else feels its very stable then this setting should be reduced. If you feel it’s not turning at all then you should increase this setting. I usually play a lot with this setting. For example if the setup creator has a MOMO wheel I know that maximum lock should be reduced 1-3 notches to suit my Act-labs wheel. Then we have the other setting its called controller wheel turns x degrees. How it works is better explained elsewhere but the important thing is that you have a value on top of the slider. That is the recommended value for you to use. However most people don’t. Including me.(This is connected largely to the setting wheels turns in options menu.) I feel much more precise if I set the value to around 30-35% of the recommended value in controller wheel turns in steering menu. However this might not have the desired effect on all wheels. You should test out a value for both these settings to suit you. This might be required for all sets you get but after awhile you will know pretty quickly what do which each set. After adapting the set to your wheel you will be able to analyse better how the set works and what good points there is on this particular set. ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === 耐久セットアップ === 近頃は長距離レースに人気があります。良いセッティングを持つことと、良く首尾一貫したドライバーを持つことの、融合です。 タイヤを持ちこたえさせることは複雑なことであり、それは組み合わせに応じて異なってきます。満タンのバランスは空のバランスとは異なるし、その他いろいろです。 ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー入口でオーバーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] b325d2ce95ba2e76bd9f9cb123f7cb10e852d4ab 2005 2004 2010-08-14T03:16:48Z dankitk 37 /* Tuning existing setup */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアの伸び側ダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントの伸び側ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回し始める前にあなたが望む最大の力を加えたとしたら、車輪はただロックしてしまうだけです。 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] ==== 異なるコントローラ ==== 各々のコントローラハンドルおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? これらを分解することはあなたのハンドルを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは最大ロック角です。この値はハンドルがフルロックまでに何度回るかを制御します。 あるセッティングについて、もしあなたが過敏と感じ、他の誰かがとても安定していると感じるならば、このセッティングを減らすべきです。もしあなたが全く回っていないと感じるなら、このセッティングを増やすべきです。 私はよく、このセッティングで遊んでいます。例えば、もしセットアップ製作者がMOMOのハンドルを持っているなら、私のAct-labsのハンドルに適合するためには最大ロック角を1~3ノッチ減らすべきだ、と私は考えています。 さて次の設定は、コントローラーハンドルが何度回るか です。 これがどのようにして働くかは別の場所で説明されているでしょうが、重要なことは、スライダーの上に値が書いてあるということです。 その値が、あなたにお勧めの値です。しかしながら、私を含めほとんどの人はその値を使用していません。 (これはオプションメニューのハンドル回転角と、とても関係しています。) 私は、ステアリングメニューにあるコントローラハンドル回転角の推奨値に対し 30~35%あたりの値に設定すると、 より的確であると感じています。しかしながら、このやりかたはすべてのハンドルで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたが手に入れるすべてのセッティングについて必要かも知れませんが、 少し経過すれば、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルを適合させたら、あなたは、そのセッティングがどう働いているか、 そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === 耐久セットアップ === 近頃は長距離レースに人気があります。良いセッティングを持つことと、良く首尾一貫したドライバーを持つことの、融合です。 タイヤを持ちこたえさせることは複雑なことであり、それは組み合わせに応じて異なってきます。満タンのバランスは空のバランスとは異なるし、その他いろいろです。 ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー入口でオーバーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 44156c630f7660e16a325c0b0c570a2cdf37d955 2006 2005 2010-08-14T03:20:08Z dankitk 37 /* 「コントローラハンドル」->「ハンドルコントローラ」 */ wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどのひとの問題は、自分のドライビングスタイルに合うように現在のセットアップを調整することです。 あなたが速いと感じるセットを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セットアップのイントロダクションへようこそ。 このガイドは、あなたがセットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中のほとんどの情報を理解するために、 あなたはまずいくつかの基本情報(ものごとがどの様に働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに一般的です。 セクション2.1.0~2.3.4はLive for Speed に固有です。 === 基礎レーシング物理への手引き === 非常に簡単に言えば、これは"荷重がどこへ行くか?"のゲームです。 高速の車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対も。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやりたいことは、この動作を制御することです。 そのための多くのツールがあります。 ==== ばね ==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のばね(Springs)はこのエネルギーを吸収します。 車台(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、ばねが硬い場合には、車台からのエネルギーのほとんどがばねによって吸収されることを意味します。 そうすると車台の動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこのトラックを走行しているときには、タイヤは単にこぶを飛び越えてしまい、 地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。ダンパーの助けによって、どの程度速くあるいは遅く、圧縮・伸長するかを制御することができます。これは、コーナーの異なるポイントを制御することができることを意味します。理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] 入口:あなたはブレーキをかけ、シフトダウンを開始します。<br> 荷重:荷重は車の前方に移動します。フロントダンパーは圧縮、リアダンパーは伸長します。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] 頂点(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br> 荷重:このとき荷重は車の側面へ移動しています。コーナーに対し外側のダンパーは圧縮され、内側のダンパーは伸長します。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] 出口:あなたはコーナー出口で加速を始めます。<br> 荷重:荷重は車の後方へ移動します。リアダンパーは圧縮し、フロントダンパーは伸長します。 結論はこうなります:<br> {| ! !フロント !リア |- |入口:||縮み側ダンパー||伸び側ダンパー |- |出口:||伸び側ダンパー||縮み側ダンパー |} ショックアブソーバをよりやわらかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。フロント側をやわらかくしてより沈み込むようにする、あるいはリアの伸び側ダンパーをゆるくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、特性を変えることができます。もし車がコーナー出口でオーバーステアであるなら、リアの縮み側ダンパーを硬くして後ろへの荷重移動を少なくする、あるいはフロントの伸び側ダンパーを変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)が側面に移動します。アンチロールバーの働きはこうです。左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回し始める前にあなたが望む最大の力を加えたとしたら、車輪はただロックしてしまうだけです。 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # ばね # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? これらを分解することはあなたのハンドルを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは最大ロック角です。この値はハンドルがフルロックまでに何度回るかを制御します。 あるセッティングについて、もしあなたが過敏と感じ、他の誰かがとても安定していると感じるならば、このセッティングを減らすべきです。もしあなたが全く回っていないと感じるなら、このセッティングを増やすべきです。 私はよく、このセッティングで遊んでいます。例えば、もしセットアップ製作者がMOMOのハンドルを持っているなら、私のAct-labsのハンドルに適合するためには最大ロック角を1~3ノッチ減らすべきだ、と私は考えています。 さて次の設定は、ハンドルコントローラが何度回るか です。 これがどのようにして働くかは別の場所で説明されているでしょうが、重要なことは、スライダーの上に値が書いてあるということです。 その値が、あなたにお勧めの値です。しかしながら、私を含めほとんどの人はその値を使用していません。 (これはオプションメニューのハンドル回転角と、とても関係しています。) 私は、ステアリングメニューにあるハンドルコントローラ回転角の推奨値に対し 30~35%あたりの値に設定すると、 より的確であると感じています。しかしながら、このやりかたはすべてのハンドルで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたが手に入れるすべてのセッティングについて必要かも知れませんが、 少し経過すれば、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルを適合させたら、あなたは、そのセッティングがどう働いているか、 そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== Faster vs Safer ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== Improve yourself ===== A large part to success is preparation and practice. Practicing at making setups is only one part of the big puzzle that makes world records. There are shortcuts though. Running with other skilled racers and watching replays of world records. Analyzing where you’re slower and what you’re doing wrong are great things that are guaranteed to make you go “oh, could I go that fast there?”. === 耐久セットアップ === 近頃は長距離レースに人気があります。良いセッティングを持つことと、良く首尾一貫したドライバーを持つことの、融合です。 タイヤを持ちこたえさせることは複雑なことであり、それは組み合わせに応じて異なってきます。満タンのバランスは空のバランスとは異なるし、その他いろいろです。 ===== 解析 ===== The first thing you have to do is a full stint with the current setup. Full tank and push it to the max until the tires gets so hot that you cannot drive it anymore or you get a flat tire. The data should help you come to terms with the balance during the stint. A perfect balance during the entire stint will be almost impossible. At the start of the stint you should have a little understeer and as the fuel disappears it should more and more go over to neutral and towards the end of the stint even oversteer. The critical point is when the tires has reached its highest stint temperature, after that the tires should very slowly go down in temperature. After the tire peak has occurred you have your most valuable laps. Here you should be able to use the car to its maximum without any difficulties. ===== タイヤ ===== [[image:Setup10.jpg|thumb|Demonstration of the R2 tire compound temperature changes during the stint.]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== Finals words ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、お決まりの溝をたどるよう挑戦し、そこに定住してください。より精度の高いテストデータをもたらすでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] あなたの車がいずれかの様子で振る舞うなら、以下を試してください。私はあなたの現在のセットアップを知りませんから、これらは一般的な提案であることを忘れないでください。 {| !コーナー入口でアンダーステアになる !コーナー入口でオーバーステアになる |- |フロントの縮み側ダンパーをやわらかくする |フロントの縮み側ダンパーを硬くする |- |リアの伸び側ダンパーをやわらかくする |リアの伸び側ダンパーを硬くする |- |キャスターを増やす |キャスターを減らす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} {| !コーナー中部でアンダーステアになる !コーナー中部でオーバーステアになる |- |フロントのロールバーをやわらかくする |フロントのロールバーを硬くする |- |リアのロールバーを硬くする |リアのロールバーをやわらかくする |- |キャンバーを多くする |キャンバーを少なくする |- |フロントのダウンフォースを増やす |フロントのダウンフォースを減らす |- |リアのダウンフォースを減らす |リアのダウンフォースを増やす |} {| !コーナー出口でアンダーステアになる !コーナー出口でオーバーステアになる |- |フロントの伸び側ダンパーを硬くする |フロントの伸び側ダンパーをやわらかくする |- |リアの縮み側ダンパーを硬くする |リアの縮み側ダンパーをやわらかくする |- |キャスターを減らす |キャスターを増やす |- |フロントのアンチロールをやわらかくする |フロントのアンチロールを硬くする |- |リアのアンチロールを硬くする |リアのアンチロールをやわらかくする |} <div align="right">I would like to say thanks to all those involved in this guide.</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">This guide was brought to you by Cyber Racing team. Visit us at http://www.cyber-racing.org.</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 586fd3b25104ddd20ebc8a90985fdcd45a19d08a 2024 2006 2017-02-10T08:15:44Z Skylinekakkoii 57 より日本語っぽく変更(一部) + 表を見やすくしました wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くのツールがあります。 ==== スプリング==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のスプリング(Springs)はこのエネルギーを吸収します。 シャーシ(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] コーナー入口:あなたはブレーキをかけ、シフトダウンを開始します。<br /> 荷重:荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] エイペックス(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br /> 荷重:このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] コーナー出口:あなたはアクセルペダルを踏み、加速を始めます。<br /> 荷重:荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります:<br /> {| ! !フロント !リア |- |入口:||ダンパー縮み側||ダンパー伸び側 |- |出口:||ダンパー伸び側||ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== ロールバー ==== コーナーを走り抜けるときには、車の質量(mass)は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。 <!-- todo --> そのため車が横に傾いているときでさえ、タイヤは最大の接触を保てるのです。アンチロールバーは、過剰に硬いばねに頼ることなくロール抵抗を加算します。適切に選択されたアンチロールバーは、コーナーでのボディのロールを減らし、コーナリングでのトラクションを向上し、一方で乗り心地の硬さを増加せず、タイヤ接地をよく維持してタイヤの有効性を減らしません。 このツールをどのように使いましょうか。簡単に言えば、これは左右の質量の移動量を制御します。硬いアンチロールバーのセッティングは安定性を増しますが、代わりに利用可能ななんらかのトラクションを失います。アンチロールバーは車全体のバランスを調整する非常によいツールです。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整します。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地表と車との間隔を調整します。より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。しかしながら、低すぎる車を走らせていると、特に縁石やこぶ上で車を地面やサスペンション下限に接触させてしまいます。これは速度や制御を失う結果となります。 ==== ステアリング ==== Maximum lock: ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 Caster: ステアリング時のタイヤの角度を制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。さらに、ステアリング時の前輪のキャンバーも変わります。 Parallel steer: ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] Toe: 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーを変えることもできます。キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少ないためです。しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。そうするとコーナーにおいて外輪の接地面積が最適になります。 オーバルトラックには一方向の旋回しかなく、かつ非常に大きなバンクがあり、外輪には多量のネガティブキャンバーと、内輪にはポジティブキャンバーが必要とされます。そうすると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もし温度がこのようになっていたら、キャンバーのつけすぎ:<br> {| !Outside !Middle !Inside |- |70||81||110 |} もし温度がこのようになっていたら、キャンバーが不足:<br> {| !Outside !Middle !Inside |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整するオプションもあります。空気圧が低いほどグリップは高くなり、一方空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングになります。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはRPM(回転数)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。ファイナルドライブ; より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。個々のギアもまた、特定のコーナーに適合するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。基本的には、ギアボックスから各車輪への力の量を制御します。この因子(factor:計算の要素)を変更すると、どの車輪がよりスリップしているかに応じて、各車輪が同じ量または異なる量(の駆動力)を得ます。デフのタイプは下記: Locked diff: リアの両輪の間の因子は定数です(訳注:「リアの」は正しくは「各駆動車輪の」)。 両方の車輪は同じ距離を移動します。 これはしかし、旋回時に車輪が同じ距離を移動しないときには、抵抗力を生じます。 Locked diffを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 Open diff: 各駆動車輪の移動距離が異なることを許します。 これはしかし、ある車輪がグリップを失うと、その車輪はパワーが解放されるまでスピンし続けることを意味します。 レースには適しません。 Clutch pack LSD: 前述の二つの間のどこかに位置します。 各車輪の移動距離が異なることを許容しつつ、一定の制限を適用します。 よくあるのは、惰性(coast)/パワー(power)を調整できるものです。 つまり、スロットルオフ(惰性)時と、スロットルオン(パワー)時で、どの程度ロックさせたいかを制御する、ということです。 Viscous LSD: これはClutch pack LSDに似ていますが、速度に反応します。 もしある車輪がもう一方の車輪より速くスピンしていたら、もう一方の車輪に力を伝えようとします。 さらに、先述の車輪が速くスピンすればするほど、もう一方の車輪により多くの力が伝わります。 実際のレース環境においては、ほとんどClutch pack LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回し始める前にあなたが望む最大の力を加えたとしたら、車輪はただロックしてしまうだけです。 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? これらを分解することはあなたのハンドルを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは最大ロック角です。この値はハンドルがフルロックまでに何度回るかを制御します。 あるセッティングについて、もしあなたが過敏と感じ、他の誰かがとても安定していると感じるならば、このセッティングを減らすべきです。もしあなたが全く回っていないと感じるなら、このセッティングを増やすべきです。 私はよく、このセッティングで遊んでいます。例えば、もしセットアップ製作者がMOMOのハンドルを持っているなら、私のAct-labsのハンドルに適合するためには最大ロック角を1~3ノッチ減らすべきだ、と私は考えています。 さて次の設定は、ハンドルコントローラが何度回るか です。 これがどのようにして働くかは別の場所で説明されているでしょうが、重要なことは、スライダーの上に値が書いてあるということです。 その値が、あなたにお勧めの値です。しかしながら、私を含めほとんどの人はその値を使用していません。 (これはオプションメニューのハンドル回転角と、とても関係しています。) 私は、ステアリングメニューにあるハンドルコントローラ回転角の推奨値に対し 30~35%あたりの値に設定すると、 より的確であると感じています。しかしながら、このやりかたはすべてのハンドルで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたが手に入れるすべてのセッティングについて必要かも知れませんが、 少し経過すれば、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルを適合させたら、あなたは、そのセッティングがどう働いているか、 そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== 速さ vs 安全性 ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けて下さい。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! | オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 87cbca1943d3066aac5a2ef264de3fa212fe1a93 2026 2024 2017-02-10T11:29:26Z Skylinekakkoii 57 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のスプリング(Springs)はこのエネルギーを吸収します。 シャーシ(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] コーナー入口:あなたはブレーキをかけ、シフトダウンを開始します。<br /> 荷重:荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] エイペックス(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br /> 荷重:このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] コーナー出口:あなたはアクセルペダルを踏み、加速を始めます。<br /> 荷重:荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります:<br /> {| ! !フロント !リア |- |入口:||ダンパー縮み側||ダンパー伸び側 |- |出口:||ダンパー伸び側||ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量(mass)は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときでさえ、タイヤは最大のグリップを保てるのです。 アンチロールバーは、過剰に硬いスプリングに頼ることなくロール抵抗を増加させます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== 最大切れ角(Maximum lock): ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 キャスター(Caster): 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 パラレルステア(Parallel steer): ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度がこのようになっていたら、キャンバーのつけすぎです:<br /> {| !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度がこのようになっていたら、キャンバーが不足しています:<br /> {| !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数(RPM)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' ロックデフ(Locked diff): 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 オープンデフ(Open diff): 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 機械式LSD(Clutch pack LSD): オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 ビスカス LSD: これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 <!-- todo --> === ブレーキ === 車を止めるのはブレーキです。ブレーキディスクに加える圧力の量を、異なるレベルに設定することができます。これはほとんど試行錯誤で行われます。コーナーを旋回し始める前にあなたが望む最大の力を加えたとしたら、車輪はただロックしてしまうだけです。 異なる状況に適合するよう、ブレーキバランスを変えることもできます。ブレーキバランスは、フロントブレーキとリアブレーキに伝わる圧力の量を調整します。最適な値は50対50でしょうが、荷重が車のフロントに移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。したがってよい値は、およそフロント60%、リア40%のあたりです。ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に多くする必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|Aerodynamics]] 車周辺の空気の流れはウィング、車台の形、およびグランドエフェクトの助けで調整できます。ウィングは、車をトラックに留まらせるネガティブリフト(ダウンフォース)を生みます。これで、コーナーをより速く回れる代わりにトップスピードが落ちます。グランドエフェクトは、車を地面に吸い付かせるために車の下に真空を生みます。これは、いわゆるベンチュリ管のトンネルによって作られます。グランドエフェクトは車高に非常に依存し、車が地面に近いほど、より効果が得られます。(車高に依存するグランドエフェクトはLFSでは未実装です。) ウィング設定は頻繁に計算されます。車のバランスを同一に保つには、リアウィングを1ノッチ調整したらリアウィングを2ノッチ調整します。 == ゼロからの開発工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これから私のモデルの基本をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業の土台を提供し、あなたが自身のモデルを開発することを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 私は現実世界の例としてこれを実行しますが、"Live For Speed"プラットフォームにも採用するつもりです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキットコース)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? これらを分解することはあなたのハンドルを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは最大ロック角です。この値はハンドルがフルロックまでに何度回るかを制御します。 あるセッティングについて、もしあなたが過敏と感じ、他の誰かがとても安定していると感じるならば、このセッティングを減らすべきです。もしあなたが全く回っていないと感じるなら、このセッティングを増やすべきです。 私はよく、このセッティングで遊んでいます。例えば、もしセットアップ製作者がMOMOのハンドルを持っているなら、私のAct-labsのハンドルに適合するためには最大ロック角を1~3ノッチ減らすべきだ、と私は考えています。 さて次の設定は、ハンドルコントローラが何度回るか です。 これがどのようにして働くかは別の場所で説明されているでしょうが、重要なことは、スライダーの上に値が書いてあるということです。 その値が、あなたにお勧めの値です。しかしながら、私を含めほとんどの人はその値を使用していません。 (これはオプションメニューのハンドル回転角と、とても関係しています。) 私は、ステアリングメニューにあるハンドルコントローラ回転角の推奨値に対し 30~35%あたりの値に設定すると、 より的確であると感じています。しかしながら、このやりかたはすべてのハンドルで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたが手に入れるすべてのセッティングについて必要かも知れませんが、 少し経過すれば、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルを適合させたら、あなたは、そのセッティングがどう働いているか、 そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== 速さ vs 安全性 ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けて下さい。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! | オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 08d4bc0eaf07cf72e3d96c8645551327ab85abb4 2027 2026 2017-02-10T14:16:40Z Skylinekakkoii 57 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のスプリング(Springs)はこのエネルギーを吸収します。 シャーシ(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] コーナー入口:あなたはブレーキをかけ、シフトダウンを開始します。<br /> 荷重:荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] エイペックス(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br /> 荷重:このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] コーナー出口:あなたはアクセルペダルを踏み、加速を始めます。<br /> 荷重:荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります:<br /> {| ! !フロント !リア |- |入口:||ダンパー縮み側||ダンパー伸び側 |- |出口:||ダンパー伸び側||ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量(mass)は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときでさえ、タイヤは最大のグリップを保てるのです。 アンチロールバーは、過剰に硬いスプリングに頼ることなくロール抵抗を増加させます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== 最大切れ角(Maximum lock): ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 キャスター(Caster): 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 パラレルステア(Parallel steer): ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度がこのようになっていたら、キャンバーのつけすぎです:<br /> {| !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度がこのようになっていたら、キャンバーが不足しています:<br /> {| !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数(RPM)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' ロックデフ(Locked diff): 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 オープンデフ(Open diff): 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 機械式LSD(Clutch pack LSD): オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 ビスカス LSD: これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? これらを分解することはあなたのハンドルを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは最大ロック角です。この値はハンドルがフルロックまでに何度回るかを制御します。 あるセッティングについて、もしあなたが過敏と感じ、他の誰かがとても安定していると感じるならば、このセッティングを減らすべきです。もしあなたが全く回っていないと感じるなら、このセッティングを増やすべきです。 私はよく、このセッティングで遊んでいます。例えば、もしセットアップ製作者がMOMOのハンドルを持っているなら、私のAct-labsのハンドルに適合するためには最大ロック角を1~3ノッチ減らすべきだ、と私は考えています。 さて次の設定は、ハンドルコントローラが何度回るか です。 これがどのようにして働くかは別の場所で説明されているでしょうが、重要なことは、スライダーの上に値が書いてあるということです。 その値が、あなたにお勧めの値です。しかしながら、私を含めほとんどの人はその値を使用していません。 (これはオプションメニューのハンドル回転角と、とても関係しています。) 私は、ステアリングメニューにあるハンドルコントローラ回転角の推奨値に対し 30~35%あたりの値に設定すると、 より的確であると感じています。しかしながら、このやりかたはすべてのハンドルで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたが手に入れるすべてのセッティングについて必要かも知れませんが、 少し経過すれば、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルを適合させたら、あなたは、そのセッティングがどう働いているか、 そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== 速さ vs 安全性 ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けて下さい。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! | オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 1c4d146b3cfa907231ce14d1f7e1a42b011e7a70 2028 2027 2017-02-10T16:15:45Z Skylinekakkoii 57 wikitext text/x-wiki [[image:Moby6.jpg|Robert Bjorkman in his Formula Renault]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量(mass)を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング==== 車の質量(mass)は、移動するときにエネルギーを生じます。 車のスプリング(Springs)はこのエネルギーを吸収します。 シャーシ(chassis)で生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(amount of travel)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量(mass)を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] コーナー入口:あなたはブレーキをかけ、シフトダウンを開始します。<br /> 荷重:荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] エイペックス(コーナー中部):あなたはコーナーに入り、ブレーキペダルを放します。<br /> 荷重:このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] コーナー出口:あなたはアクセルペダルを踏み、加速を始めます。<br /> 荷重:荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります:<br /> {| ! !フロント !リア |- |入口:||ダンパー縮み側||ダンパー伸び側 |- |出口:||ダンパー伸び側||ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量(mass)は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(geometry)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== 最大切れ角(Maximum lock): ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 キャスター(Caster): 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 パラレルステア(Parallel steer): ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー(Toe) ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度がこのようになっていたら、キャンバーのつけすぎです:<br /> {| !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度がこのようになっていたら、キャンバーが不足しています:<br /> {| !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数(RPM)と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' ロックデフ(Locked diff): 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 オープンデフ(Open diff): 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 機械式LSD(Clutch pack LSD): オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 ビスカス LSD: これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? これらを分解することはあなたのハンドルを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは最大ロック角です。この値はハンドルがフルロックまでに何度回るかを制御します。 あるセッティングについて、もしあなたが過敏と感じ、他の誰かがとても安定していると感じるならば、このセッティングを減らすべきです。もしあなたが全く回っていないと感じるなら、このセッティングを増やすべきです。 私はよく、このセッティングで遊んでいます。例えば、もしセットアップ製作者がMOMOのハンドルを持っているなら、私のAct-labsのハンドルに適合するためには最大ロック角を1~3ノッチ減らすべきだ、と私は考えています。 さて次の設定は、ハンドルコントローラが何度回るか です。 これがどのようにして働くかは別の場所で説明されているでしょうが、重要なことは、スライダーの上に値が書いてあるということです。 その値が、あなたにお勧めの値です。しかしながら、私を含めほとんどの人はその値を使用していません。 (これはオプションメニューのハンドル回転角と、とても関係しています。) 私は、ステアリングメニューにあるハンドルコントローラ回転角の推奨値に対し 30~35%あたりの値に設定すると、 より的確であると感じています。しかしながら、このやりかたはすべてのハンドルで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたが手に入れるすべてのセッティングについて必要かも知れませんが、 少し経過すれば、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルを適合させたら、あなたは、そのセッティングがどう働いているか、 そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== 速さ vs 安全性 ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けて下さい。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! | オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 4323437284c5a9fe32f3c550d78656a10e9d79b3 2029 2028 2017-02-11T07:42:18Z Skylinekakkoii 57 wikitext text/x-wiki [[image:Moby6.jpg|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。いくつかの要素が制御下にあるはずです。 セットアップはラフに固定されているはずです。 あなたがその車に対して全く空白であるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そこは高速コースですか?低速コースですか?それによってギアボックスの出発点が決まります。 走行するであろう周回数を検討したら、それにしたがってガスタンクを満たしてください。 ===== ステップ ===== # 準備します。最初の周回では、私はいつもタイヤ温度画面をONにします(F9)。ここでタイヤ温度の違いを見ることができます。青は、タイヤが冷えていることを意味します。最初の周回は常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるどんなフィードバックも役には立ちません。緑は、タイヤが最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # 適切にテストを行います。今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその感じを持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいタイヤデータまたはバランスに帰結しません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーのメンタル・ノートをとってください。コーナー中のバランス、ブレーキ、そして回転数をノートします。 # データを取り扱います。3周目に入るときには、2つの選択肢があります。 ## 全コーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのノートをとります。(1.2.3)にしたがってキャンバーを修正します(訳注:正しくは1.2.2)。テストの間、定常的にタイヤと温度に注視することは必須であり、キャンバーが適切であることを常に確認しなければなりません。認定セットアップをすることは、通常より多めのキャンバーで走行することを意味する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? 一度にひとつだけ調整してください。まぜあわせると、しばしばやり過ぎの結果になり、かつ、何が何を行ったのかわからなくなります。 ステップ1,2,3を再び行ってください。ひとつだけ変更して、繰り返します。今度は何を第一にチューンしましょうか。 ここに、私の着目点リストを示します。私は通常、まずはこのリストをやや迅速に一通りやり、作業のよい基礎を得ます。 なお、これらの変更の間、私は常ににキャンバーを変更し続けていますのでご注意を。 # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、 そうすると、テスト中の異なるエアロセッティングに合うよう、ギアボックスを試して調整すべきなのです。 設定を作りこむのは、時間を消費することです。 最終的に、完璧にあなた向けの設定を得ることになるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? これらを分解することはあなたのハンドルを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは最大ロック角です。この値はハンドルがフルロックまでに何度回るかを制御します。 あるセッティングについて、もしあなたが過敏と感じ、他の誰かがとても安定していると感じるならば、このセッティングを減らすべきです。もしあなたが全く回っていないと感じるなら、このセッティングを増やすべきです。 私はよく、このセッティングで遊んでいます。例えば、もしセットアップ製作者がMOMOのハンドルを持っているなら、私のAct-labsのハンドルに適合するためには最大ロック角を1~3ノッチ減らすべきだ、と私は考えています。 さて次の設定は、ハンドルコントローラが何度回るか です。 これがどのようにして働くかは別の場所で説明されているでしょうが、重要なことは、スライダーの上に値が書いてあるということです。 その値が、あなたにお勧めの値です。しかしながら、私を含めほとんどの人はその値を使用していません。 (これはオプションメニューのハンドル回転角と、とても関係しています。) 私は、ステアリングメニューにあるハンドルコントローラ回転角の推奨値に対し 30~35%あたりの値に設定すると、 より的確であると感じています。しかしながら、このやりかたはすべてのハンドルで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたが手に入れるすべてのセッティングについて必要かも知れませんが、 少し経過すれば、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルを適合させたら、あなたは、そのセッティングがどう働いているか、 そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== Read (2.1.3). What I would like to add is, if you’re running a good set you only need small changes. By small I mean changing 2-4 notches in either direction. The tricky part is when you have a setup that you like, but you’re just not fast enough. What do we change then? There is no secret that most people download setups or ask others to share with them. However this is no certainty for success. Driving styles, different controls and control setup will upset the balance or change different aspects of the set. So what makes a world record set for one guy is not a world record set for someone who doesn’t use the same control options. The most information when receiving a set is when you compare it with your old set. Analyse why it works. Is there some special parameter that is very different from your old set? The best sets I have made is often a rear end combined with a front end from some other set, and then I combine these two with a gearbox from a third set and so on. Take all the best pieces from each set and put it into one. But first we must understand some of the basics of the new set. ===== 速さ vs 安全性 ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けて下さい。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 22319abd253a349ae027aa502a1f1cbd2bbce901 2030 2029 2017-02-11T10:17:30Z Skylinekakkoii 57 wikitext text/x-wiki [[image:Moby6.jpg|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== Going faster means you are pushing towards what physics allow. When you get closer to that limit it will mean losing some of your control. When you are the fastest in the world it means you’re the one that is closest to the limit of the car without losing control. At one point in your set development you will get to the point when you cannot make the car go faster in a straight line because then you lose in the corners. When you have a decent balance in the car you try and see if you can go further without losing control. This is done in small steps. # Reduce downforce, 2 notches at front and 1 at rear. Still good, then move on # Higher tire pressure, when its too high you will lose traction. # Optimize gearing # Reduce toe Repeat the cycle until you feel you can go no further without losing the car. Still no world record? ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] The tire in LFS has a cycle. It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] dfaa718940d57506921d0becff0b1aaeb52489ff 2031 2030 2017-02-11T11:03:44Z Skylinekakkoii 57 wikitext text/x-wiki [[image:Moby6.jpg|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== 速く走ることは、物理の限界を目指すことです。 限界に近づく程、徐々にコントロールを失います。 世界で一番速いプレイヤーとは、コントロールを失わなずに車の限界を引き出すプレイヤーであるということです。 たいていの場合、直線で速くすると、コーナーで遅くなります。 これまでのステップで、しっかりとしたバランスのセットアップが出来たら、今度はより速く車を走らせるために、コントロールを失わないギリギリのセットアップを作りましょう。 これは以下のステップを踏むことで可能です。 # '''ダウンフォースを減らす:''' フロントを2ノッチ下げるのに対し、リアは1ノッチ下げましょう。まだ余裕があるようであれば、さらに下げましょう。 # '''タイヤの空気圧を上げる:''' 上げ過ぎるとトラクションを失います。 # '''ギア比を最適化する''' # '''トーを減らす: ''' トー角が0に近ければ近いほど、直線での抵抗は少なくなります。コントロールできるのであれば、0に近い方がより良いです。 あなたが、コントロールを失わない限界まで、このサイクルを繰り返しましょう。 これでもまだワールドレコードに届かないようであれば、下に進んでください。 ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] LFSでは、タイヤにはサイクルがあります。 It starts cold and starts to heat up and will reach a peak temperature, and as it starts to wear down the tire will release some of the heat and start to go down in temperature. This cool off effect is greater then in real life and on some tracks you must balance the peak and the eventual puncture temperature. Having higher airpressure in the tires will make the tire peak temperature lower. Having perfect camber and minimizing slides is also things that make the tire last longer and also bring down the peak temperature slightly. If we go more into detail, a softer spring is also something that extends tire life. Although this effect seems very small in LFS. Toe in/out also adds to roll resistance. More tire pressure will give you a more precise handling and since it will deform less and reduce flex in the tire wall it does not use as much energy as low inflated tire. Meaning it will roll easier but on the other side have less traction and grip as a low inflated tire. ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- links to other languages --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] 36c02c5dbd28fe441175bc3b28ed8013aedda65d 2032 2031 2017-02-11T14:23:40Z Skylinekakkoii 57 英和訳完了 wikitext text/x-wiki [[image:Moby6.jpg|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== 速く走ることは、物理の限界を目指すことです。 限界に近づく程、徐々にコントロールを失います。 世界で一番速いプレイヤーとは、コントロールを失わなずに車の限界を引き出すプレイヤーであるということです。 たいていの場合、直線で速くすると、コーナーで遅くなります。 これまでのステップで、しっかりとしたバランスのセットアップが出来たら、今度はより速く車を走らせるために、コントロールを失わないギリギリのセットアップを作りましょう。 これは以下のステップを踏むことで可能です。 # '''ダウンフォースを減らす:''' フロントを2ノッチ下げるのに対し、リアは1ノッチ下げましょう。まだ余裕があるようであれば、さらに下げましょう。 # '''タイヤの空気圧を上げる:''' 上げ過ぎるとトラクションを失います。 # '''ギア比を最適化する''' # '''トーを減らす: ''' トー角が0に近ければ近いほど、直線での抵抗は少なくなります。コントロールできるのであれば、0に近い方がより良いです。 あなたが、コントロールを失わない限界まで、このサイクルを繰り返しましょう。 これでもまだワールドレコードに届かないようであれば、下に進んでください。 ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] LFSでは、タイヤにはサイクルがあります。 低い温度から始まり、摩擦によって徐々に温度が上昇していきます。そして、ピーク温度付近では、摩耗が激しくなります。 ピーク温度を過ぎると、タイヤは徐々に放熱されていきます。 LFSでは放熱効果は実際のタイヤよりも大きめに設定されています。いくつかのコースではタイヤの温度を適正に保つ必要があります。 温まり過ぎるとタイヤは最終的にパンクしてしまいます。 適度なキャンバーを設定し、スライド量を出来る限り小さくすると、タイヤを長持ちさせます。また、ピーク温度を下げます。 もう少し細かい話をすると、柔らかいスプリングはタイヤの寿命を長くしますが、これはLFSではあまり効果がありません。 トーをつけると、転がり抵抗となります。 空気圧を高く設定すると、ピーク温度が下がります。また、より正確なハンドリングをもたらします。 さらに、変形しづらくなり、タイヤウォールが曲がりづらくなることで、空気圧の低いタイヤよりも使用するエネルギーが少なくなります。 まとめると、タイヤの空気圧を上げると、転がりやすくなる代わりにトラクションやグリップが失われるということです。 速く走るためには、コントロールしやすい適度な空気圧を保つことが重要です。 ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- 他言語へのリンク --> [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] <br><br>[[基本セッティング・ガイド(旧)]] ff43ae15bb314b77a9f7ed67f7c9be54dc4048bd 2034 2032 2017-02-11T16:01:15Z Skylinekakkoii 57 wikitext text/x-wiki [[image:Moby6.jpg|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== 速く走ることは、物理の限界を目指すことです。 限界に近づく程、徐々にコントロールを失います。 世界で一番速いプレイヤーとは、コントロールを失わなずに車の限界を引き出すプレイヤーであるということです。 たいていの場合、直線で速くすると、コーナーで遅くなります。 これまでのステップで、しっかりとしたバランスのセットアップが出来たら、今度はより速く車を走らせるために、コントロールを失わないギリギリのセットアップを作りましょう。 これは以下のステップを踏むことで可能です。 # '''ダウンフォースを減らす:''' フロントを2ノッチ下げるのに対し、リアは1ノッチ下げましょう。まだ余裕があるようであれば、さらに下げましょう。 # '''タイヤの空気圧を上げる:''' 上げ過ぎるとトラクションを失います。 # '''ギア比を最適化する''' # '''トーを減らす: ''' トー角が0に近ければ近いほど、直線での抵抗は少なくなります。コントロールできるのであれば、0に近い方がより良いです。 あなたが、コントロールを失わない限界まで、このサイクルを繰り返しましょう。 これでもまだワールドレコードに届かないようであれば、下に進んでください。 ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] LFSでは、タイヤにはサイクルがあります。 低い温度から始まり、摩擦によって徐々に温度が上昇していきます。そして、ピーク温度付近では、摩耗が激しくなります。 ピーク温度を過ぎると、タイヤは徐々に放熱されていきます。 LFSでは放熱効果は実際のタイヤよりも大きめに設定されています。いくつかのコースではタイヤの温度を適正に保つ必要があります。 温まり過ぎるとタイヤは最終的にパンクしてしまいます。 適度なキャンバーを設定し、スライド量を出来る限り小さくすると、タイヤを長持ちさせます。また、ピーク温度を下げます。 もう少し細かい話をすると、柔らかいスプリングはタイヤの寿命を長くしますが、これはLFSではあまり効果がありません。 トーをつけると、転がり抵抗となります。 空気圧を高く設定すると、ピーク温度が下がります。また、より正確なハンドリングをもたらします。 さらに、変形しづらくなり、タイヤウォールが曲がりづらくなることで、空気圧の低いタイヤよりも使用するエネルギーが少なくなります。 まとめると、タイヤの空気圧を上げると、転がりやすくなる代わりにトラクションやグリップが失われるということです。 速く走るためには、コントロールしやすい適度な空気圧を保つことが重要です。 ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- 他言語へのリンク --> [[cs:Základní nastavení vozu]] [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] 23b5be9979457e5470f1f49225caae1890ed58f2 メインページ 0 1 2007 1971 2014-07-13T11:08:31Z MandulAA 54 Added hungarian language. wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==日本のオリジナルコンテンツ== 以下は日本版Wikiのオリジナルコンテンツです。 ===日本国内レースイベント=== *[[レース日程]] ===日本国内 各サーバー状況=== *[http://whrt.jpn.ch/~lfs/jphost.php 稼動状況一覧] *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+S2+Server WHRT S2 Server]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Practice WHRT Practice]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+KART+Arena WHRT KART Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=%5BWHRT%5D+Layout+Arena WHRT Layout Arena]<br> *[http://www.lfsworld.net/pubstat/live_progress.php?host=STD%40JP STD@JP]<br> ===その他=== #[[(NEW)改正版、日本ドライバー一覧]] #[[国別、パーソナルベスト一覧。(常に更新)]] |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" | |} <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 1fa55d298e92a1275ba7c360181d5d49d1d22ab9 2010 2007 2017-02-08T17:28:18Z Skylinekakkoii 57 更新が停止しており、情報が不正確であった為、修正。 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] これはWikipediaのように動作します。 つまり、誰でも(LFS ライセンスアカウントを持っている方なら)このページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事をたった今から編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 編集することを恐れないでください。あなたがLFS Wikiを壊すことはありません。 あらゆるものは後で修正したりより良くしたりできるのです。 さあ、どうぞ。記事を編集してLFS Wikiの向上を手伝ってください! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 74f4a8ab0fdd5d89da4f67158f177dac55025fb3 2013 2010 2017-02-09T13:16:33Z Skylinekakkoii 57 意訳しました wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 つまり、LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 80981f692f2ae8d56c94e43a1154fd9919de6042 2014 2013 2017-02-09T13:17:09Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[Autocross]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 33362ab2d6160046d385aef8ee533eb9299aa728 2018 2014 2017-02-09T16:47:54Z Skylinekakkoii 57 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- links to other languages --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e85ea9901491e95c8e2374b387eb7122b7223fac 2022 2018 2017-02-09T18:19:58Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 6facd37bf7a267f1f31b87adf2d2e340ac333bd5 2037 2022 2017-02-11T19:15:07Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] PDFバージョンはこちら(英語版)[http://www.4players.de/rendersite.php?LAYOUT=download_info&world=lfs&KAT_PARENT=121&DOWNLOADID=44692]. ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 226b97b6904cd11d51d8e3a24e565e91b31c5b0d 2038 2037 2017-02-11T19:17:45Z Skylinekakkoii 57 PDFバージョンは非常に古い為、リンク削除。 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 8402ec45539d41b4f450cecdc0dbd7a9ecf97fe7 2042 2038 2017-02-12T07:47:16Z Skylinekakkoii 57 /* LFSマニュアル Wikiへようこそ! */ Wikiの編集方法へのリンク wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キー]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 0d103685a5d9b2df18baa06e3b0e4df4352b9529 2050 2042 2017-02-14T09:20:27Z Skylinekakkoii 57 キーコンフィグページの追加 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キーコンフィグ]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] ==その他== #[[国別、パーソナルベスト一覧。(常に更新)]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 2bcc76ceba91453d45788e11b21d7a4003afc81c ドライビングガイド 0 1416 2008 1996 2016-12-06T04:31:15Z Hiroaki1997evo 56 /* レースカーのコントロール */ wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' レーシングカーの運転は一般車とは異なります. 発進する前に知らねばいけないことを学びましょう! === アクセルは控えめに === 当たり前のこと思えますが, ほとんどの人が忘れてしまいます. Formula XR,や Formula V8に乗る時は特に気を付ける必要があります.スリックタイヤはグリップ力が高いタイヤですが,スピンするとすぐにグリップ力が失われます.If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === 滑らかでダイナミックな運転はより速いラップタイムに報います === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深く === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. === 1コーナーで生き残る === ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' e5f77b98b13c79de7c6c9a4e52386a3bf1b2e9f8 スキン作成 チュートリアル 0 1475 2009 2017-02-08T17:12:55Z Skylinekakkoii 57 英語ページの日本語訳。一部分かりやすいよう意訳しております。 wikitext text/x-wiki <!-- This section was originally written by XCNuse --> == LFSでのスキンの使用方法 == LFSでは車にオリジナルのスキンを使用することが出来ます。 最初に、JPEGフォーマットのスキンを LFS/data/skins フォルダへコピーします。スキンは有効な解像度であることを確認してください。(512x512,1024x1024 または 2048x2048) 次に、以下の方法に従って、スキンを適用しましょう: 1. "New Colour"をクリックし、新しいカラー設定を作ります - クリックするとスキン選択画面へとリダイレクトされます [[image:newskin1me9.jpg|none]] 2. リストからスキンを選択します(自分のスキンが見つからない場合、data/skins フォルダに正しくコピーされているか確認してください。) [[image:newskin3cn1.jpg||none]] 3. Texture Nameの隣に選択したスキン名が表示されます これでオリジナルのスキンで走り回れます! [[image:newskin4pq0.jpg||none]] == 他のプレイヤーからはどのように見えているか == もしあなたが自分自身のスキンを作成したのであれば、他のプレイヤーに見せたいと思うはずです。 [http://www.lfsworld.net/?win=skins LFSワールドにスキンをアップロードする]ことで、これが可能になります。この作業を完了すれば、他のプレイヤーはそのスキンを自動的にダウンロードし、見ることが出来るようになります。 '''デモユーザー:''' デフォルトでは[[LFS World]]にスキンをアップロードすることは出来ません。S1/S2/S3 ライセンスユーザーのみがその権利を持っています。しかし、[http://www.lfsworld.net/?win=skins スキンアップロードページ]より、アップロードスロットを購入することが出来ます。 アップロードスロットを購入せずに他のプレイヤーにあなたのスキンを見せるには、そのプレイヤーに直接スキンファイルを送付するしかありません。LFSフォーラム上では、あなたのスキンを代理アップロードしてもらうように要求することは違反となります。 '''S2/S3 ライセンスユーザー:''' By logging into LFSWorld and selecting the "My online car-skins" upload your skins to make them available for download while racing online. Skins uploaded to LFS World must be in 1024*1024 resolution, but you can use a higher resolution copy (usually 2048 x 2048 pixels) in your local LFS/data/skins folder 最後に、製作者の許可なくスキンを編集することは、失礼なだけでなく、盗むことと同義です。また、性的な表現やポルノ、差別的な表現、著しく残虐的・暴力的な表現を含んだスキンは禁止されています。 <!-- Section originally written by Master Skinnerz and updated by Silverracer --> == スキンの作り方 == === 知っておくといいこと === Let's get right down to the facts so we can move on to actually making and using custom skins. * LFS上の全ての車はテクスチャに"包まれた"3Dモデルです。LFSではそのテクスチャはJPEGファイルで構成されています。JPEGフォーマットはインターネット上で使うことを目的に開発されており、とても一般的です。LFSのスキンはJPEGファイルであって、他に複雑なことはありません。 * Every decent (and many poor) graphics and paint programs support the JPG format. This makes skinning very easy in LFS because anyone can have a go. JPG images are easy to create and edit, and they use compression to reduce file size, helping to improve performance by minimising the load on PC harware resources. * LFS contains default skins which can be "painted over" in your favourite paint or graphics program, and saved as skins in JPG format for use in LFS. That's as simple as skinning really can be. You can find the default skins in your LFS/data/skins folder. Look for the plain white skins with no design on them. * LFS skins have a special naming prefix for each car, you will notice this prefix in the skin name, for example: FZR_DEFAULT.jpg. The FZR_ prefix must be used for FZR cars if you want the game and LFS World to handle the textures (skins) properly. Apart from this technical reason, it makes good sense to have everyone using the same naming convention for skins. All cars each have their own 3-letter filename prefix followed by an underscore, check your skins folder and you will see how it works. === スキンの基本的な作り方 === Ok this is really basic, but if you are new to skinning this will get you started: # Launch your graphics or paint program (recommended: Paint Shop Pro, Photoshop. Not recommended: Windows Paint). # Go to file/ open, browse to your LFS/data/skins folder and choose a default skin (plain white) for the car you wish to paint. Click Ok. # Using the paint and effects tools provided with your software you can paint the skin and create a design for your car. You may also cut and paste other images on to your skin. Sponsor logos are popular additions, as are racing stripes and numbers, your country's flag and things like that. Don't stop until you are very satisfied with the quality of your work. It is a good idea to stretch the skin to the ratio 1280*1024 before editing so it equals your real car measures. After you are finished, change it back. # Go to file/ save as, and make sure that the file type selected is JPG. Name your skin using the three-letter prefix, include the underscore. Don't use a common name like XFG_HONDA, be more unique. Don't use special characters in your filenames, keep it simple. Making sure that you are saving to your LFS/data/skins folder, click Ok to save your JPG file. There. You just made your first skin! I hope you put more time and effort into the next one, below are some tools and information to help you do your best. Please check our other tutorial topics for more advanced techniques and considerations. == LFS Worldへのアップロード方法 == * [http://www.lfswold.net/ www.lfswold.net] へアクセスし、あなたのユーザーネームとパスワードでログインします * "My online car skins"をダブルクリックします * "Upload skins / skins information"をクリックします * "参照..." をクリックします * スキンのJPEGファイルを選択します (1024 x 1024 以下のファイルを選択してください) * "Upload"をクリックし、完了です! == スキンのアップードスロットの追加方法 == デフォルトでは、S1ユーザーは 25個, S2ユーザーは 50個 のアップロードスロットがあります。"My online car-skins"ページの"increase"リンクより、追加スロットを購入することが出来ます。1ポンド につき 50スロット 購入出来ます。 == 便利なリンク == * [http://www.adobe.com/products/photoshop/ Adobe Photoshop]<br /> * [http://www.gimp.org/ GIMP(フリーソフト)]<br /> * [http://www.brandsoftheworld.com/ brandsoftheworld (スポンサーロゴを検索できます)]<br /> LFSのスキンのアップロードサービス<br /> * [http://www.lfsworld.net/ LFS World]<br /> {{Guides}} <!-- links to other languages --> [[de:Skin Tutorial]] [[hu:Festési útmutató]] 0cde3e7502cc999a611dbafe0bec5ba2d8e91806 2011 2009 2017-02-09T04:47:20Z Skylinekakkoii 57 wikitext text/x-wiki <!-- This section was originally written by XCNuse --> == LFSでのスキンの使用方法 == LFSでは車にオリジナルのスキンを使用することが出来ます。 最初に、JPEGフォーマットのスキンを LFS/data/skins フォルダへコピーします。スキンは有効な解像度であることを確認してください。(512x512,1024x1024 または 2048x2048) 次に、以下の方法に従って、スキンを適用しましょう: 1. "New"をクリックし、新しいカラー設定を作ります - クリックするとスキン選択画面へとリダイレクトされます [[image:newskin1me9.jpg|none]] 2. リストからスキンを選択します(自分のスキンが見つからない場合、data/skins フォルダに正しくコピーされているか確認してください。) [[image:newskin3cn1.jpg||none]] 3. Texture Nameの隣に選択したスキン名が表示されます これでオリジナルのスキンで走り回れます! [[image:newskin4pq0.jpg||none]] == 他のプレイヤーからはどのように見えているか == もしあなたが自分自身のスキンを作成したのであれば、他のプレイヤーに見せたいと思うはずです。 [http://www.lfsworld.net/?win=skins LFSワールドにスキンをアップロードする]ことで、これが可能になります。この作業を完了すれば、他のプレイヤーはそのスキンを自動的にダウンロードし、見ることが出来るようになります。 '''デモユーザー:''' デフォルトでは[[LFS World]]にスキンをアップロードすることは出来ません。S1/S2/S3 ライセンスユーザーのみがその権利を持っています。しかし、[http://www.lfsworld.net/?win=skins スキンアップロードページ]より、アップロードスロットを購入することが出来ます。 アップロードスロットを購入せずに他のプレイヤーにあなたのスキンを見せるには、そのプレイヤーに直接スキンファイルを送付するしかありません。LFSフォーラム上では、あなたのスキンを代理アップロードしてもらうように要求することは違反となります。 '''S2/S3 ライセンスユーザー:''' LFS Worldにログインし、"My online car-skins"からあなたのスキンをオンラインで使えるよう、アップロードすることが出来ます。LFS Worldにアップロードされるスキンは1024x1024ピクセルの解像度である必要があります。しかし、S2/S3ライセンスユーザーはより高解像度のスキンをローカルに保存し、使用することが出来ます。(2048x2048ピクセルが通常です) 最後に、製作者の許可なくスキンを編集することは、失礼なだけでなく、盗むことと同義です。また、性的な表現やポルノ、差別的な表現、著しく残虐的・暴力的な表現を含んだスキンは禁止されています。 <!-- Section originally written by Master Skinnerz and updated by Silverracer --> == スキンの作り方 == === 知っておくといいこと === 正しいスキンを作るために、以下のことを理解しておきましょう。 * LFS上の全ての車はテクスチャに"包まれた"3Dモデルです。LFSではそのテクスチャはJPEGファイルで構成されています。JPEGフォーマットはインターネット上で使うことを目的に開発されており、とても一般的です。LFSのスキンはJPEGファイルであって、他に複雑なことはありません。 * ほとんどの画像編集ソフトはJPEGフォーマットに対応しています。JPEGイメージは簡単に作成、編集ができます。また、ファイルサイズを減らすための圧縮機能があるため、ロード時のパフォーマンスを向上させます。 * LFSは画像編集ソフトで簡単にスキンを作れるよう、デフォルトスキンを同梱しています。これを塗りつぶすだけで簡単に自分のスキンを作ることが出来ます。このデフォルトスキンはLFS/data/skinsフォルダ内にあります。何も装飾されていないプレーンな白いスキンです。 * LFSのスキンには全ての車に対応する特別な接頭辞があります。例えば、FZR_DEFAULT.jpgというファイル名でスキンを保存した場合、その接頭辞「FZR_」はFZRという車でのみ正しく使えるということを表します。技術的な理由を抜きにしても、これはスキンファイルを使用する全ての人にとって分かりやすいシステムです。全ての車はアンダースコアの前に3文字の接頭辞を持っています。スキンフォルダを見て、どのようなものが使われているか確認してみましょう。 === スキンの基本的な作り方 === さて、以下はとても基本的なことのみですが、スキン制作初心者にとっては便利な情報となるでしょう: # 画像編集ソフトを起動します (推奨ソフト: Photoshop,GIMP 非推奨: Windows ペイント) # Go to file/ open, browse to your LFS/data/skins folder and choose a default skin (plain white) for the car you wish to paint. Click Ok. # Using the paint and effects tools provided with your software you can paint the skin and create a design for your car. You may also cut and paste other images on to your skin. Sponsor logos are popular additions, as are racing stripes and numbers, your country's flag and things like that. Don't stop until you are very satisfied with the quality of your work. 正しい縮尺で編集できるよう、1280x1024ピクセルへ拡大してから編集するといいでしょう。もちろん、編集が終わった後は元のサイズへ戻してください。 # Go to file/ save as, ファイル形式にJPEGが選択されていることを確認します。三文字の接頭辞とアンダースコアをつけて、あなたのスキンに名前をつけましょう。ただし、「XFG_HONDA」のように、簡単過ぎる名前は付けないでください。また、環境依存文字など、複雑な文字は使用しないで下さい(英数字のみを推奨します)。 LFS/data/skinsフォルダが正しく選択されていることを確認し、「OK」をクリックし、編集したJPEGファイルを保存しましょう。 これで初めてのスキンを作ることが出来ました!より素晴らしいスキンを作るために、ページ下部に便利なツールなどのリンクを用意してあります。Please check our other tutorial topics for more advanced techniques and considerations. == LFS Worldへのアップロード方法 == * [http://www.lfswold.net/ www.lfswold.net] へアクセスし、あなたのユーザーネームとパスワードでログインします * "My online car skins"をダブルクリックします * "Upload skins / skins information"をクリックします * "参照..." をクリックします * スキンのJPEGファイルを選択します (1024 x 1024 以下のファイルを選択してください) * "Upload"をクリックし、完了です! == スキンのアップードスロットの追加方法 == デフォルトでは、S1ユーザーは 25個, S2ユーザーは 50個 のアップロードスロットがあります。"My online car-skins"ページの"increase"リンクより、追加スロットを購入することが出来ます。1ポンド につき 50スロット 購入出来ます。 == 便利なリンク == * [http://www.adobe.com/products/photoshop/ Adobe Photoshop]<br /> * [http://www.gimp.org/ GIMP(フリーソフト)]<br /> * [http://www.brandsoftheworld.com/ brandsoftheworld (スポンサーロゴを検索できます)]<br /> LFSのスキンのアップロードサービス<br /> * [http://www.lfsworld.net/ LFS World]<br /> {{Guides}} <!-- links to other languages --> [[en:Skin Tutorial]] [[de:Skin Tutorial]] [[hu:Festési útmutató]] ad25868af4f5a5481105be0b815dfd6be196475c 2012 2011 2017-02-09T13:09:16Z Skylinekakkoii 57 未翻訳部の修正 wikitext text/x-wiki <!-- This section was originally written by XCNuse --> == LFSでのスキンの使用方法 == LFSでは車にオリジナルのスキンを使用することが出来ます。 最初に、JPEGフォーマットのスキンを LFS/data/skins フォルダへコピーします。スキンは有効な解像度であることを確認してください。(512x512,1024x1024 または 2048x2048) 次に、以下の方法に従って、スキンを適用しましょう: 1. "New"をクリックし、新しいカラー設定を作ります - クリックするとスキン選択画面へとリダイレクトされます [[image:newskin1me9.jpg|none]] 2. リストからスキンを選択します(自分のスキンが見つからない場合、data/skins フォルダに正しくコピーされているか確認してください。) [[image:newskin3cn1.jpg||none]] 3. Texture Nameの隣に選択したスキン名が表示されます これでオリジナルのスキンで走り回れます! [[image:newskin4pq0.jpg||none]] == 他のプレイヤーからはどのように見えているか == もしあなたが自分自身のスキンを作成したのであれば、他のプレイヤーに見せたいと思うはずです。 [http://www.lfsworld.net/?win=skins LFSワールドにスキンをアップロードする]ことで、これが可能になります。この作業を完了すれば、他のプレイヤーはそのスキンを自動的にダウンロードし、見ることが出来るようになります。 '''デモユーザー:''' デフォルトでは[[LFS World]]にスキンをアップロードすることは出来ません。S1/S2/S3 ライセンスユーザーのみがその権利を持っています。しかし、[http://www.lfsworld.net/?win=skins スキンアップロードページ]より、アップロードスロットを購入することが出来ます。 アップロードスロットを購入せずに他のプレイヤーにあなたのスキンを見せるには、そのプレイヤーに直接スキンファイルを送付するしかありません。LFSフォーラム上では、あなたのスキンを代理アップロードしてもらうように要求することは違反となります。 '''S2/S3 ライセンスユーザー:''' LFS Worldにログインし、"My online car-skins"からあなたのスキンをオンラインで使えるよう、アップロードすることが出来ます。LFS Worldにアップロードされるスキンは1024x1024ピクセルの解像度である必要があります。しかし、S2/S3ライセンスユーザーはより高解像度のスキンをローカルに保存し、使用することが出来ます。(2048x2048ピクセルが通常です) 最後に、製作者の許可なくスキンを編集することは、失礼なだけでなく、盗むことと同義です。また、性的な表現やポルノ、差別的な表現、著しく残虐的・暴力的な表現を含んだスキンは禁止されています。 <!-- Section originally written by Master Skinnerz and updated by Silverracer --> == スキンの作り方 == === 知っておくといいこと === 正しいスキンを作るために、以下のことを理解しておきましょう。 * LFS上の全ての車はテクスチャに"包まれた"3Dモデルです。LFSではそのテクスチャはJPEGファイルで構成されています。JPEGフォーマットはインターネット上で使うことを目的に開発されており、とても一般的です。LFSのスキンはJPEGファイルであって、他に複雑なことはありません。 * ほとんどの画像編集ソフトはJPEGフォーマットに対応しています。JPEGイメージは簡単に作成、編集ができます。また、ファイルサイズを減らすための圧縮機能があるため、ロード時のパフォーマンスを向上させます。 * LFSは画像編集ソフトで簡単にスキンを作れるよう、デフォルトスキンを同梱しています。これを塗りつぶすだけで簡単に自分のスキンを作ることが出来ます。このデフォルトスキンはLFS/data/skinsフォルダ内にあります。何も装飾されていないプレーンな白いスキンです。 * LFSのスキンには全ての車に対応する特別な接頭辞があります。例えば、FZR_DEFAULT.jpgというファイル名でスキンを保存した場合、その接頭辞「FZR_」はFZRという車でのみ正しく使えるということを表します。技術的な理由を抜きにしても、これはスキンファイルを使用する全ての人にとって分かりやすいシステムです。全ての車はアンダースコアの前に3文字の接頭辞を持っています。スキンフォルダを見て、どのようなものが使われているか確認してみましょう。 === スキンの基本的な作り方 === さて、以下はとても基本的なことのみですが、スキン制作初心者にとっては便利な情報となるでしょう: # 画像編集ソフトを起動します (推奨ソフト: Photoshop,GIMP 非推奨: Windows ペイント) # 「ファイル」→「ファイルを開く」をクリックし、LFS/data/skinsフォルダへ移動します。そして、スキンを作りたい車のデフォルトスキンを選択し「開く」をクリックします。 # 画像編集ソフトに搭載された様々な機能を使用し、スキンをデザインします。詳細は各編集ソフトの解説を参照して下さい。スポンサーロゴやレーシングストライプ、そしてゼッケンや国旗などを貼り付けるといいでしょう。満足するまで編集することが大切です!正しい縮尺で編集できるよう、1280x1024ピクセルへ拡大してから編集するとスムーズに作業を進めることが出来ます。もちろん、編集が終わった後は元のサイズへ戻してください。 # 「ファイル」→「名前を付けて保存」をクリックし、ファイル形式にJPEGが選択されていることを確認します。三文字の接頭辞とアンダースコアをつけて、あなたのスキンに名前をつけましょう。ただし、「XFG_HONDA」のように、簡単過ぎる名前は付けないでください。また、環境依存文字など、複雑な文字は使用しないで下さい(英数字のみを推奨します)。 LFS/data/skinsフォルダが正しく選択されていることを確認し、「OK」をクリックし、編集したJPEGファイルを保存しましょう。 これで初めてのスキンを作ることが出来ました!より素晴らしいスキンを作るために、ページ下部に便利なツールなどのリンクを用意してあります。Please check our other tutorial topics for more advanced techniques and considerations. == LFS Worldへのアップロード方法 == * [http://www.lfswold.net/ www.lfswold.net] へアクセスし、あなたのユーザーネームとパスワードでログインします * "My online car skins"をダブルクリックします * "Upload skins / skins information"をクリックします * "参照..." をクリックします * スキンのJPEGファイルを選択します (1024 x 1024 以下のファイルを選択してください) * "Upload"をクリックし、完了です! == スキンのアップードスロットの追加方法 == デフォルトでは、S1ユーザーは 25個, S2ユーザーは 50個 のアップロードスロットがあります。"My online car-skins"ページの"increase"リンクより、追加スロットを購入することが出来ます。1ポンド につき 50スロット 購入出来ます。 == 便利なリンク == * [http://www.adobe.com/products/photoshop/ Adobe Photoshop]<br /> * [http://www.gimp.org/ GIMP(フリーソフト)]<br /> * [http://www.brandsoftheworld.com/ brandsoftheworld (スポンサーロゴを検索できます)]<br /> LFSのスキンのアップロードサービス<br /> * [http://www.lfsworld.net/ LFS World]<br /> {{Guides}} <!-- links to other languages --> [[en:Skin Tutorial]] [[de:Skin Tutorial]] [[hu:Festési útmutató]] ac9d8607582e5db414da0d09c268b665ac7656de 2025 2012 2017-02-10T08:20:19Z Skylinekakkoii 57 wikitext text/x-wiki <!-- This section was originally written by XCNuse --> == LFSでのスキンの使用方法 == LFSでは車にオリジナルのスキンを使用することが出来ます。 最初に、JPEGフォーマットのスキンを LFS\data\skins フォルダへコピーします。スキンは有効な解像度であることを確認してください。(512x512, 1024x1024 または 2048x2048) 次に、以下の方法に従って、スキンを適用しましょう: 1. "New"をクリックし、新しいカラー設定を作ります - クリックするとスキン選択画面へとリダイレクトされます [[image:newskin1me9.jpg|none]] 2. リストからスキンを選択します(自分のスキンが見つからない場合、LFS\data\skins フォルダに正しくコピーされているか確認してください。) [[image:newskin3cn1.jpg||none]] 3. Texture Nameの隣に選択したスキン名が表示されます これでオリジナルのスキンで走り回れます! [[image:newskin4pq0.jpg||none]] == 他のプレイヤーからはどのように見えているか == もしあなたが自分自身のスキンを作成したのであれば、他のプレイヤーに見せたいと思うはずです。 [http://www.lfsworld.net/?win=skins LFSワールドにスキンをアップロードする]ことで、これが可能になります。この作業を完了すれば、他のプレイヤーはそのスキンを自動的にダウンロードし、見ることができるようになります。 '''デモユーザー:''' デフォルトでは[[LFS World]]にスキンをアップロードすることは出来ません。S1/S2/S3 ライセンスユーザーのみがその権利を持っています。しかし、[http://www.lfsworld.net/?win=skins スキンアップロードページ]より、アップロードスロットを購入することができます。 アップロードスロットを購入せずに他のプレイヤーにあなたのスキンを見せるには、そのプレイヤーに直接スキンファイルを送付するしかありません。ただし、LFSフォーラム上であなたのスキンを代理アップロードしてもらうように要求することは違反となります。 '''S2/S3 ライセンスユーザー:''' LFS Worldにログインし、"My online car-skins"からあなたのスキンをオンラインで使えるよう、アップロードすることができます。LFS Worldにアップロードされるスキンは1024x1024ピクセルの解像度である必要があります。しかし、S2/S3ライセンスユーザーはより高解像度のスキンをローカルに保存し、使用することができます。(2048x2048ピクセルが通常です) 最後に、製作者の許可なくスキンを編集することは、失礼なだけでなく、盗むことと同義です。また、性的な表現やポルノ、差別的な表現、著しく残虐的・暴力的な表現を含んだスキンは禁止されています。 <!-- Section originally written by Master Skinnerz and updated by Silverracer --> == スキンの作り方 == === 知っておくといいこと === 正しいスキンを作るために、以下のことを理解しておきましょう。 * LFS上の全ての車はテクスチャに"包まれた"3Dモデルです。LFSではそのテクスチャはJPEGファイルで構成されています。JPEGフォーマットはインターネット上で使うことを目的に開発されており、とても一般的です。LFSのスキンはJPEGファイルであって、他に複雑なことはありません。 * ほとんどの画像編集ソフトはJPEGフォーマットに対応しています。JPEGイメージは簡単に作成、編集ができます。また、ファイルサイズを減らすための圧縮機能があるため、ロード時のパフォーマンスを向上させます。 * LFSは画像編集ソフトで簡単にスキンを作れるよう、デフォルトスキンを同梱しています。これを塗りつぶすだけで簡単に自分のスキンを作ることが出来ます。このデフォルトスキンは LFS\data\skins フォルダ内にあります。何も装飾されていないプレーンな白いスキンです。 * LFSのスキンには全ての車に対応する特別な接頭辞があります。例えば、FZR_DEFAULT.jpgというファイル名でスキンを保存した場合、その接頭辞「FZR_」はFZRという車でのみ正しく使えるということを表します。技術的な理由を抜きにしても、これはスキンファイルを使用する全ての人にとって分かりやすいシステムです。全ての車はアンダースコアの前に3文字の接頭辞を持っています。スキンフォルダを見て、どのようなものが使われているか確認してみましょう。 === スキンの基本的な作り方 === さて、以下はとても基本的なことのみですが、スキン制作初心者にとっては便利な情報となるでしょう: # 画像編集ソフトを起動します (推奨ソフト: Photoshop, GIMP 非推奨ソフト: Windows ペイント) # 「ファイル」→「ファイルを開く」をクリックし、LFS\data\skins フォルダへ移動します。そして、スキンを作りたい車のデフォルトスキンを選択し「開く」をクリックします。 # 画像編集ソフトに搭載された様々な機能を使用し、スキンをデザインします。詳細は各編集ソフトの解説を参照して下さい。スポンサーロゴやレーシングストライプ、そしてゼッケンや国旗などを貼り付けるといいでしょう。満足するまで編集することが大切です!正しい縮尺で編集できるよう、1280x1024ピクセルへ拡大してから編集するとスムーズに作業を進めることが出来ます。もちろん、編集が終わった後は元のサイズへ戻してください。 # 「ファイル」→「名前を付けて保存」をクリックし、ファイル形式にJPEGが選択されていることを確認します。三文字の接頭辞とアンダースコアをつけて、あなたのスキンに名前をつけましょう。ただし、「XFG_HONDA」のように、簡単過ぎる名前は付けないでください。また、環境依存文字など、複雑な文字は使用しないで下さい(英数字のみを推奨します)。 LFS\data\skins フォルダが正しく選択されていることを確認し、「OK」をクリックし、編集したJPEGファイルを保存しましょう。 これで初めてのスキンを作ることが出来ました!より素晴らしいスキンを作るために、ページ下部に便利なツールなどのリンクを用意してあります。 == LFS Worldへのアップロード方法 == * [http://www.lfswold.net/ www.lfswold.net] へアクセスし、あなたのユーザーネームとパスワードでログインします * "My online car skins"をダブルクリックします * "Upload skins / skins information"をクリックします * "参照..." をクリックします * スキンのJPEGファイルを選択します (1024 x 1024 以下のファイルを選択してください) * "Upload"をクリックし、完了です! == スキンのアップードスロットの追加方法 == デフォルトでは、S1ユーザーは 25個, S2ユーザーは 50個 のアップロードスロットがあります。"My online car-skins"ページの"increase"リンクより、追加スロットを購入することが出来ます。1ポンド につき 50スロット 購入出来ます。 == 便利なリンク == * [http://www.adobe.com/products/photoshop/ Adobe Photoshop]<br /> * [http://www.gimp.org/ GIMP(フリーソフト)]<br /> * [http://www.brandsoftheworld.com/ brandsoftheworld (スポンサーロゴを検索できます)]<br /> LFSのスキンのアップロードサービス<br /> * [http://www.lfsworld.net/ LFS World]<br /> {{Guides}} <!-- links to other languages --> [[en:Skin Tutorial]] [[de:Skin Tutorial]] [[hu:Festési útmutató]] 63b42121ef7b2e495ab1a6038869ec291119e2aa オートクロスエディタ 0 1455 2015 1882 2017-02-09T16:45:31Z Skylinekakkoii 57 英和訳 wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ操作マニュアル == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] 注意 : オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に''SHIFT+U''を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、''SPACEキー''を押して'''edit'''をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトを設置する === オブジェクトの種類を選択し、「Oキー」を押すことで、オブジェクトを設置することができます。また「<」と「>」キーでオブジェクトの向きを変更できます。何も選択されていない状態で「Mキー」を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、「Oキー」や「Mキー」を押すと、1メートルグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。Objects range from red and white solid barriers, concrete ramps and advertisement banners to movable straw bales, cones and keep left/right signs, as well as many other items. いくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントを設置する === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] You need one finish line and at least one checkpoint. In effect this defines the circuit, and also gives you split times at those points. Pressing F or 1, 2, 3 gives you a finish line or a checkpoint. You can adjust their direction and width in the same way as you do for objects, by pressing the M key. Checkpoints are invisible when driving - it is up to the person who edits the track to make sure the user drives through them, by using cones or other objects. The W and E keys can be used to set the width of a checkpoint. NOTE : direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded. A checkpoint looks like a square bracket, and you must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket. === 制限区域とルートコントロール === In "marshall" mode you can place Marshall areas and Route checkers.[[Image:Routechecker.png|thumb|ルートチェッカー]] Marshall areas are shown by a red circle. If a car enters one of them in single player, it will receive a 45 second penalty. In multiplayer mode, the player will be forced to spectate. Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button.[http://img133.imageshack.us/img133/7427/autoxwikirouteeu1.jpg] === レースコントロールオブジェクト === There is a dedicated category of objects called "control", which allows you to alter the race grid or otherwise control the race. The starting grid can be modified by placing up to 40 custom start positions. If you want the car garages/pits to be elsewhere, add new custom pit start points or pit stop boxes. You can also place custom start lights if your layout doesn't use the start lights on the official configurations. === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[en:Views#Free-floating_camera]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + ''OまたはMキー'' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 4feb8072ca2c87dfc0a295655bc4a18dfebea302 2016 2015 2017-02-09T16:47:28Z Skylinekakkoii 57 Skylinekakkoii がページ「[[Autocross]]」を「[[オートクロス]]」に移動しました: 日本語訳 wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ操作マニュアル == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] 注意 : オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に''SHIFT+U''を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、''SPACEキー''を押して'''edit'''をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトを設置する === オブジェクトの種類を選択し、「Oキー」を押すことで、オブジェクトを設置することができます。また「<」と「>」キーでオブジェクトの向きを変更できます。何も選択されていない状態で「Mキー」を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、「Oキー」や「Mキー」を押すと、1メートルグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。Objects range from red and white solid barriers, concrete ramps and advertisement banners to movable straw bales, cones and keep left/right signs, as well as many other items. いくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントを設置する === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] You need one finish line and at least one checkpoint. In effect this defines the circuit, and also gives you split times at those points. Pressing F or 1, 2, 3 gives you a finish line or a checkpoint. You can adjust their direction and width in the same way as you do for objects, by pressing the M key. Checkpoints are invisible when driving - it is up to the person who edits the track to make sure the user drives through them, by using cones or other objects. The W and E keys can be used to set the width of a checkpoint. NOTE : direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded. A checkpoint looks like a square bracket, and you must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket. === 制限区域とルートコントロール === In "marshall" mode you can place Marshall areas and Route checkers.[[Image:Routechecker.png|thumb|ルートチェッカー]] Marshall areas are shown by a red circle. If a car enters one of them in single player, it will receive a 45 second penalty. In multiplayer mode, the player will be forced to spectate. Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button.[http://img133.imageshack.us/img133/7427/autoxwikirouteeu1.jpg] === レースコントロールオブジェクト === There is a dedicated category of objects called "control", which allows you to alter the race grid or otherwise control the race. The starting grid can be modified by placing up to 40 custom start positions. If you want the car garages/pits to be elsewhere, add new custom pit start points or pit stop boxes. You can also place custom start lights if your layout doesn't use the start lights on the official configurations. === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[en:Views#Free-floating_camera]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + ''OまたはMキー'' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 4feb8072ca2c87dfc0a295655bc4a18dfebea302 2019 2016 2017-02-09T17:03:57Z Skylinekakkoii 57 /* 操作方法 */ リンク切れ wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ操作マニュアル == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] 注意 : オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に''SHIFT+U''を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、''SPACEキー''を押して'''edit'''をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトを設置する === オブジェクトの種類を選択し、「Oキー」を押すことで、オブジェクトを設置することができます。また「<」と「>」キーでオブジェクトの向きを変更できます。何も選択されていない状態で「Mキー」を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、「Oキー」や「Mキー」を押すと、1メートルグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。Objects range from red and white solid barriers, concrete ramps and advertisement banners to movable straw bales, cones and keep left/right signs, as well as many other items. いくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントを設置する === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] You need one finish line and at least one checkpoint. In effect this defines the circuit, and also gives you split times at those points. Pressing F or 1, 2, 3 gives you a finish line or a checkpoint. You can adjust their direction and width in the same way as you do for objects, by pressing the M key. Checkpoints are invisible when driving - it is up to the person who edits the track to make sure the user drives through them, by using cones or other objects. The W and E keys can be used to set the width of a checkpoint. NOTE : direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded. A checkpoint looks like a square bracket, and you must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket. === 制限区域とルートコントロール === In "marshall" mode you can place Marshall areas and Route checkers.[[Image:Routechecker.png|thumb|ルートチェッカー]] Marshall areas are shown by a red circle. If a car enters one of them in single player, it will receive a 45 second penalty. In multiplayer mode, the player will be forced to spectate. Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button.[http://img133.imageshack.us/img133/7427/autoxwikirouteeu1.jpg] === レースコントロールオブジェクト === There is a dedicated category of objects called "control", which allows you to alter the race grid or otherwise control the race. The starting grid can be modified by placing up to 40 custom start positions. If you want the car garages/pits to be elsewhere, add new custom pit start points or pit stop boxes. You can also place custom start lights if your layout doesn't use the start lights on the official configurations. === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[Views#Free-floating_camera]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + ''OまたはMキー'' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] c4889d79c65e84dbc192e36e4e1936dca48d6200 2020 2019 2017-02-09T17:37:29Z Skylinekakkoii 57 /* 操作方法 */ wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ操作マニュアル == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] 注意 : オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に''SHIFT+U''を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、''SPACEキー''を押して'''edit'''をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトを設置する === オブジェクトの種類を選択し、「Oキー」を押すことで、オブジェクトを設置することができます。また「<」と「>」キーでオブジェクトの向きを変更できます。何も選択されていない状態で「Mキー」を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、「Oキー」や「Mキー」を押すと、1メートルグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。Objects range from red and white solid barriers, concrete ramps and advertisement banners to movable straw bales, cones and keep left/right signs, as well as many other items. いくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントを設置する === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] You need one finish line and at least one checkpoint. In effect this defines the circuit, and also gives you split times at those points. Pressing F or 1, 2, 3 gives you a finish line or a checkpoint. You can adjust their direction and width in the same way as you do for objects, by pressing the M key. Checkpoints are invisible when driving - it is up to the person who edits the track to make sure the user drives through them, by using cones or other objects. The W and E keys can be used to set the width of a checkpoint. NOTE : direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded. A checkpoint looks like a square bracket, and you must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket. === 制限区域とルートコントロール === In "marshall" mode you can place Marshall areas and Route checkers.[[Image:Routechecker.png|thumb|ルートチェッカー]] Marshall areas are shown by a red circle. If a car enters one of them in single player, it will receive a 45 second penalty. In multiplayer mode, the player will be forced to spectate. Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button.[http://img133.imageshack.us/img133/7427/autoxwikirouteeu1.jpg] === レースコントロールオブジェクト === There is a dedicated category of objects called "control", which allows you to alter the race grid or otherwise control the race. The starting grid can be modified by placing up to 40 custom start positions. If you want the car garages/pits to be elsewhere, add new custom pit start points or pit stop boxes. You can also place custom start lights if your layout doesn't use the start lights on the official configurations. === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[:en:Views#Free-floating_camera|フリーカメラ(英語)]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + ''OまたはMキー'' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 77fbb1d264759f0406bd382673fe71568882a741 2021 2020 2017-02-09T18:07:15Z Skylinekakkoii 57 wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ操作マニュアル == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] 注意 : オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に'''SHIFT+U'''を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、'''SPACEキー'''を押して'''edit'''をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトの設置 === オブジェクトの種類を選択し、'''Oキー'''を押すことで、オブジェクトを設置することができます。また'''「<」と「>」キー'''でオブジェクトの向きを変更できます。何も選択されていない状態で'''Mキー'''を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、'''OキーやMキー'''を押すと、1mグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。LFSには、赤と白のの縁石や傾斜コンクリート、広告バナー、動かすことのできる藁ベール、パイロン、左右のマーカーなどの多くのオブジェクトがあります。 そのうちいくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントの設置 === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] オートクロスにはフィニッシュラインと最低でも一つのチェックポイントが必要です。これによってコースとして定義することができ、またスプリットタイムを計測することができます。 '''Fキーか1,2,3キー'''を押すことで、フィニッシュラインやチェックポイントを設置します。オブジェクトの設置で行ったように、'''Mキー'''を押すことで幅や方向を調整することができます。 チェックポイントは走行中には見えません。コースを編集するときは、パイロンなどのオブジェクトを使って、ドライバーが必ずチェックポイント通過するようにして下さい。 '''WキーとEキー'''を使ってチェックポイントの幅を変更できます。 注意 : チェックポイントにおいて、方向は重要です。正しい方向でチェックポイントを通過するようにしなければ、タイムは計測されません。 チェックポイントは角括弧のような見た目になっています。"["の右側から左側へ車が通過するように設置して下さい。 === 制限区域とルートコントロール === "marshall"モードでは、マーシャルエリア(制限区域)とルートチェッカーを設置することができます。[[Image:Routechecker.png|thumb|ルートチェッカー]] マーシャルエリアは赤い円で表示されます。シングルプレイヤーモードでそこに進入すると、プレイヤーは45秒のペナルティを科されます。マルチプレイヤーモードの場合、プレイヤーは強制的に観戦モードにされます。 ルートチェッカーは緑の円で表示されます。全てのルートチェッカー has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button. === レースコントロールオブジェクト === There is a dedicated category of objects called "control", which allows you to alter the race grid or otherwise control the race. The starting grid can be modified by placing up to 40 custom start positions. If you want the car garages/pits to be elsewhere, add new custom pit start points or pit stop boxes. You can also place custom start lights if your layout doesn't use the start lights on the official configurations. === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[:en:Views#Free-floating_camera|フリーカメラ(英語)]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + '''OまたはMキー''' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 8efe1ca1ee59af21e268e78d581819c2d8774efc 2023 2021 2017-02-10T06:19:49Z Skylinekakkoii 57 wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ操作マニュアル == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] 注意 : オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に '''SHIFT+U''' を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、'''SPACEキー''' を押して '''edit''' をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。 スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。 また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトの設置 === オブジェクトの種類を選択し、'''Oキー''' を押すことで、オブジェクトを設置することができます。また '''「<」と「>」キー''' でオブジェクトの向きを変更できます。何も選択されていない状態で '''Mキー''' を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、'''OキーやMキー''' を押すと、1mグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。LFSには、赤と白のの縁石や傾斜コンクリート、広告バナー、動かすことのできる藁ベール、パイロン、左右のマーカーなどの多くのオブジェクトがあります。 そのうちいくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントの設置 === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] オートクロスにはフィニッシュラインと最低でも一つのチェックポイントが必要です。これによってコースとして定義することができ、またスプリットタイムを計測することができます。 '''Fキーか1,2,3キー''' を押すことで、フィニッシュラインやチェックポイントを設置します。オブジェクトの設置で行ったように、'''Mキー''' を押すことで幅や方向を調整することができます。 チェックポイントは走行中には見えません。コースを編集するときは、パイロンなどのオブジェクトを使って、ドライバーが必ずチェックポイント通過するようにして下さい。 '''WキーとEキー''' を使ってチェックポイントの幅を変更できます。 注意 : チェックポイントにおいて、方向は重要です。正しい方向でチェックポイントを通過するようにしなければ、タイムは計測されません。 チェックポイントは角括弧のような見た目になっています。"["の右側から左側へ車が通過するように設置して下さい。 === 制限区域とルートコントロール === "marshall"モードでは、マーシャルエリア(制限区域)とルートチェッカーを設置することができます。[[Image:Routechecker.png|thumb|ルートチェッカー]] マーシャルエリアは赤い円で表示されます。シングルプレイヤーモードでそこに進入すると、プレイヤーは45秒のペナルティを科されます。マルチプレイヤーモードの場合、プレイヤーは強制的に観戦モードにされます。 ルートチェッカーは緑の円で表示されます。全てのルートチェッカーはルートインデックス番号を持っており、選択時に画面上部右に表示されます。 車が正しい順序で通るよう、チェッカーを設置して下さい。間違った順序で通過すると、ペナルティを受けたり、強制的に観戦モードにされたりしてしまいます。 ルートインデックスは、ルートチェッカーが設置される際に自動的に生成されます。route indexボタンを押すことで、手動でルートインデックスを編集することができます。 === レースコントロールオブジェクト === "control"と呼ばれる専用のオブジェクトカテゴリがあります。このカテゴリではレースグリッドなどを変更することができます。 スターティンググリッドは最大 40個 のカスタムポジションを設置することで変更できます。ガレージやピットを他の場所へ移動したい場合は、新しいカスタムピットスタートポイントやピットストッポボックスを設置して下さい。 使用しようとしているレイアウトがスタートライトを使わない設定になっている場合、カスタムスタートライトを設置することができます。 === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[:en:Views#Free-floating_camera|フリーカメラ(英語)]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + '''OまたはMキー''' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] e6c504fb5ce4de63ee0c1a1a93cf6e900ede80c5 Autocross 0 1476 2017 2017-02-09T16:47:28Z Skylinekakkoii 57 Skylinekakkoii がページ「[[Autocross]]」を「[[オートクロス]]」に移動しました: 日本語訳 wikitext text/x-wiki #転送 [[オートクロス]] 9426f6923036a883663b06006e424e71c87455db 応用セットアップガイド 0 1437 2033 1896 2017-02-11T15:27:10Z Skylinekakkoii 57 英最新版のコピー & 一部翻訳 wikitext text/x-wiki ''By Bob Smith'' == イントロダクション == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) Basically Max per wheel is how strong your brakes are when the brake pedal is fully depressed, while rearfront bias controls how the brake strength is split between the front and rear wheels (a setting of 0% means only the rear wheels are braked, 100% means only the front wheels are braked, while 50% means the front and rear wheels are braked equally). Note that the brakes are only adjustable between 5% and 95%, so two of the examples I just gave aren’t actually possible in game. The brakes in LFS appear to not have kneepoints, so that’s one less thing to worry about. Q) '''どう調整すればいいの?'''<br> A) ブレーキを完璧に近づけるには、何回かテストするだけです。初めに、タイヤを最適な温度に上げて下さい。Because cold tyres lack some grip compared to warmed tyres, so before setting the brakes make sure the tyres are at their optimum temperature. After this, get the car up to speed along a flat surface (Blackwood straight after the dip comes in handy), switch to forces view (press F) and floor the brakes. As a picture is worth a thousand words, these should cut your reading time nicely: ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。so the car will plough on in a straight line. Locked wheels will heat up the contact patch of the tyre very quickly, and overheated tyres loose grip rapidly. Big lockups will also cause the tyre to become flat spotted. '''例2:''' ブレーキバランスの値が低すぎる状態<br /> Here the rear wheels have locked. Locking the rear wheels will promote oversteer in the vehicle, particularly if you have a little steering lock applied, so will make you lose control of the car very quickly unless you are good at counter steering. Otherwise say hello to that barrier. Not the best setup to have if you like to trailbrake into corners. '''例3:''' 制動力が高すぎる状態<br /> Solution: reduce Max per wheel xxx Nm. Locking all the wheels, while it can stop you the fastest on loose surfaces, is certainly not a good idea as you will be completely out of control, so the car will just do its own thing. You are also unable to determine if you have your brake balance set correctly. '''例4:''' 完璧?<br /> これは正確には違います。OK so all four wheels are pretty much at their limits, but this is without taking other factors into account (namely engine braking). ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> This is how I run the car (in this case, the XR GT). What have I changed? Firstly I have reduced the brake strength slightly to prevent the wheels from locking under normal circumstances. More importantly though, I have altered the brake balance to take engine braking into account. RWD cars are best run with the brake balance slightly too forward (see picture), while FWD are best run with the brake balance slightly too rearward. For AWD cars it depends on your torque split setting. This way you gain extra control by downshifting when braking. The earlier you downshift, the more additional braking strength is applied to the driven wheels. If you don’t take this into account when setting up your brakes, the wheels would very likely lock when downshifting. From here you may need to tweak the settings, and to find out if you need to do this, you need to race. Different surfaces have different amounts of grip available, so while you might feel you could increase brake strength in one part of the circuit, you could already be locking the wheels in another. Ideally, you want to set the brake strength so that the wheels will almost lock on the part of the circuit with most grip – and you can vary the amount of brake applied elsewhere. For users with a digital controller for the brakes (i.e. a button), you can either use a lower brake pressure at the sacrifice of ultimate braking power, or use the brake help driving aid, which will prevent lock ups but never brake as well as what you could with a analogue controller. Something else to take into account is downforce (or negative lift, if you prefer), as this increases grip with speed. So while you might not lock the brakes at high speed, they could lock easily at low speeds. Unfortunately there is no way around this if you want to be able to brake as hard as possible at high speeds. It is quickest to set the brakes up for the fastest braking point on the circuit, and be easy on the brakes during slower corners. Also, if you brake from high speed into a tight corner, this means you will be shaving off a lot of speed, and therefore grip. This means that as you brake, you need to slowly be letting off the brake pedals in order to avoid lock ups. There is one more twist to the brake settings story: hills. Circuits, by their nature, go round – so if you go up a hill at some point you are also going to go back down it. The more hilly the track, the more likely it is that you will end up having to brake on an incline. When braking going downhill, more weight is on the front wheels so they can take more brake force before locking and of course this means less weight is on the rear wheels so they are likely to lock, with all the nasty side effects involved. So the front-rear bias would need to be shifted slightly to the front (a higher number). Braking uphill is just the opposite, so the bias would need to be more rearward (lower). Of course, the angle of gradient you are braking on is unlikely to be fixed before every corner on any given circuit, so a compromise is needed. You can never have the brakes perfect for every corner unless the circuit is always flat, so the only way to find what compromise suits your driving best is to experiment. Remember to keep using the forces view to help when adjusting settings. ''NB: you may find it useful to drive without forces, save the replay and watch it in forces view, rather than trying to drive like that.'' == サスペンション == Suspension is the main way to tune the handling of your car. Any changes made here will usually mean changing settings elsewhere to maintain optimal levels of performance. === 車高を落とす === Q) '''これは何をするの?'''<br> A) This is the length of the springs fitted to the car when they have no load on them. Q) '''どう調整すればいいの?'''<br> A) This is best to set last out of all the suspension options. To get an idea, if you put all your suspension details in the Suspension Analyser and go to the “Suspension Loads and Travel” section, you can see how much travel you have left. Unused travel is making the car unnecessarily high, which raises the centre of gravity, therefore increasing weight transfer and lowering maximum available grip. However don’t forget to set the G forces before lowering/raising your car. See how much is left under both maximum lateral and maximum longitudinal G forces – you should not run out of travel at any point (NB: apply maximum lateral and maximum longitudinal forces one at a time). If you run out of suspension travel during racing you will hit the bump stops, which can cause unpredictable handling, and if hit hard enough, will damage your suspension. When I say maximum G forces, these depend on the car and the tyre choice see the G force tables in the appendixes. This will give you a baseline figure for ride height. Should you race on a perfectly flat track, this ride height would be fine, but you need to leave room for bumps and lumps in the track. Of course, this varies for different tracks, and the lines you take round them. To perfect this, use F1perfview and bring up a distance vs. suspension travel left graph. Keep raising the front and rear travel until the suspension doesn’t bottom out anymore. You may find it best to let the suspension just bottom out on or two points around the track however (so long as it does not upset the handling or cause damage), if it lets you run the car lower. There is one final thing to consider when playing with ride heights – and this is the angle of static body pitch of the car. Ideally, you want this to be flat (i.e. no pitch) at all times but due to the fact you’re always going to be accelerating or braking this isn’t going to happen (unless you had crazily stiff suspension and steel tyres). Having a positive body pitch (squat) is generally a bad thing as this means the air under the car is being compressed into a smaller space, so will exert an upward force at the rear of the car, reducing grip (ever so slightly). But don’t forget that accelerating makes the car squat a little so it’s probably best to set the car up to have a little static dive – how much depends on the car and your other suspension settings. ''Note: LFS doesn’t actually take this last paragraph into account yet. One day…'' === スプリングの硬さ === Q) '''これは何をするの?''' A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice versa. Q) '''どう調整すればいいの?''' A) Part 1: Suspension frequencies<br> Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load sensitive). High frequencies do the exact opposite. So obviously there is an optimum point in spring frequency – in real life this is known to be around 1.9-2.2Hz for cars around 1 tonne in mass (typical for GT racing cars). That doesn’t automatically mean these frequencies are best for LFS, however. As the weight increases this optimum frequency decreases and vice versa. Since the heaviest car in the game clocks the scales at just over 1.2 tonnes, 2Hz should still be a good point to start from and I wouldn’t recommend dipping much lower. For lighter cars, this optimum point may reach as high as 3Hz, although I wouldn’t recommend going quite that high for any road car in LFS. It’s best to experiment as see what feels best for you. Formula 1 cars are known to use anything in the range of 4 to 8Hz, but there are more reasons for that which I will explain in part 3. A quick note about creating rallycross setups: you want these to be softer, say between 1.7 to 1.9Hz, with plenty of ride height. This is to allow the tyre to follow all the bumps in the track, and can also be attributed to the softer nature of dirt. So where can you find out the suspension frequency? Colcob’s Setup Analyser would show you these figures, but that is only for v0.3 and hasn’t been yet updated for the latest version at the time of writing. It is possible to update that analyser manually by feeding in the appropriate S2 car data, however. Another effect of changing the spring frequency is how it affects the handling. Higher frequencies make the car more responsive to steering input although setting them too high will make the car nervous. Lower frequencies, although making the car less responsive, helps make the car more chuckable (i.e. you can throw it into corners and it won’t mind so much) but going to low will make the car wallow and you won’t be in complete control. So clearly there is a range or useful frequencies to use, and somewhere in the middle of it all there is a sweet spot – though where it is also depends on the driver. Part 2: Car balance<br> The second thing you can do with suspension is alter the balance of the car – which comes in very handy. While at first it may seem that equal frequencies will give neutral handling, this is only the case if the track widths are equal. If the front track width is wider than the rear (as is usually the case), neutrality is found with a slightly higher spring frequency at the rear. Since all real race cars are RWD, it is normally acceptable to use a rear frequency 0.15 to 0.25Hz lower than on the front as this will introduce some basic understeer. It is best to use as little as possible though because due to the nature of slip angles on tyres, a slight amount of oversteer is fastest. The better your throttle control and counter steering abilities, the less understeer / more oversteer you can get away with. For FWD cars you’d want the rear harder than the front by around this amount (or the front softer than the rear – depending how you look at it). If you were trying to make the car more neutral then reduce the difference in frequencies (this isn’t the only setting that affects car balance however (in fact most settings do really), though one of the two main ways, the other being antiroll). I wouldn’t recommend making the difference in frequencies greater than 0.4 or 0.5Hz though – if the car still isn’t handling like you want then either some other settings need changing or maybe your style of driving (but that’s not the purpose of this guide). Part 3: The downforce twist<br> Unfortunately just when you think something seems relatively simple, something else comes and complicates matters. In this case that thing is downforce. With downforce, as your speed increases you are getting air to push the car onto the ground, which is great for grip as you get more force sticking the tyre to the ground without the nasty side-effect of having to haul more weight around. Of course as speed increases there is more force being exerted onto the springs, so the ride height will be reduced (and most likely, it won’t be reduced equally front and rear, so the car pitch changes also). And of course changing ride height alters the camber of the wheels, making it harder to get camber perfect for both high and low speed corners. Note that downforce does not actually affect spring frequencies (contrary to what older versions of the guide stated – these were incorrect), and thus does not affect damping either. This brings me back to the Formula 1 car comment and why they use such high spring frequencies. The first reason is of course they run with huge amounts of downforce, to such an affect that most of the force holding the car to the road is from downforce rather than the weight of the car. Though this does mean the car could drive upside down (say, on the underside of a bridge) which could make for some wacky racing. Getting back to the point, why do cars with downforce need to run stiffer suspension? This is due to the issues I previously mentioned, e.g. changing of ride height, pitch (which in turn affects downforce) and camber. Stiffer suspension means these properties change less as the car goes around the circuit, making it easier to setup. Also downforce is only created when air is travelling over the car in the correct direction. So high slip angles would mean a loss of downforce and for this reason tyres with low optimum slip angles are used. This also means that the cars are going to snap when traction is lost, so higher spring frequencies are used since their benefits (increased car control) are present but their downsides (worse handling over the limit) no longer really matter. Another reason F1 cars use such high frequencies (and very little suspension travel) is that, unlike GT racing for instance, they use soft tyres with fairly tall side walls. It is the give in the side walls that softens the impacts and cushions the driver and allows him to still see clearly (having the suspension frequency too high would otherwise impair the vision of the driver over non-flat surfaces). === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) These are best explained visually:<br> If a weight was placed on top of a spring and released, the position of that weight would be shown by the green line plotted on the graph below. The purple line shows the position of the weight if the spring had some bump (compression) damping. [[image:sus1.gif]] You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but the movement slows while the weight is rising. [[image:sus2.gif]] In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring. A quick note regarding the XF GTi, XR GT, and UF1000:<br> Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced them is in fact the rebound damping value, while the compression damping is automatically set to 50% of this value. Q) '''どう調整すればいいの?''' A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has started. Some diagrams may help the explanation. [[image:sus3.gif]] The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped. You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically damped suspension has dealt with and recovered from any bumps as fast as possible. [[image:sus4.gif]] This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line). When there damping is set too high, again the spring takes longer to settle to its resting position. However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed. For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping. Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems. The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers? [[image:sus5.gif]] To quote Carroll Smith:<br> ''“The compression stroke controls the motion of the unsprung mass and the extension stroke controls the motion of the sprung mass.”'' In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key. Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving. === アンチロールバー === Q) '''これは何をするの?'''<br> A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs. So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this movement. So in effect your lovely independent suspension is becoming less independent the stiffer your antiroll bars are. Having the suspension independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can obviously get away with a relatively stiff antiroll bar before it becomes a problem. Q) '''どう調整すればいいの?'''<br> A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance. Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will induce oversteer when cornering. That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using. As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent. One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t recommend letting this value go much above 1.0. == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''どう調整すればいいの?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === キャスターとInclination === ''Inclination is no longer adjustable in LFS'' Q) '''これらは何をしているの?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''Locked Diff (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''Open Diff'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''Clutch Pack LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''Viscous LSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''Clutch Pack LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''Preload'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 多言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] e91227e2ebb620dfc08f6bf96549fa831a75f37c 2035 2033 2017-02-11T16:03:14Z Skylinekakkoii 57 項目名変更 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) Basically Max per wheel is how strong your brakes are when the brake pedal is fully depressed, while rearfront bias controls how the brake strength is split between the front and rear wheels (a setting of 0% means only the rear wheels are braked, 100% means only the front wheels are braked, while 50% means the front and rear wheels are braked equally). Note that the brakes are only adjustable between 5% and 95%, so two of the examples I just gave aren’t actually possible in game. The brakes in LFS appear to not have kneepoints, so that’s one less thing to worry about. Q) '''どう調整すればいいの?'''<br> A) ブレーキを完璧に近づけるには、何回かテストするだけです。初めに、タイヤを最適な温度に上げて下さい。Because cold tyres lack some grip compared to warmed tyres, so before setting the brakes make sure the tyres are at their optimum temperature. After this, get the car up to speed along a flat surface (Blackwood straight after the dip comes in handy), switch to forces view (press F) and floor the brakes. As a picture is worth a thousand words, these should cut your reading time nicely: ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。so the car will plough on in a straight line. Locked wheels will heat up the contact patch of the tyre very quickly, and overheated tyres loose grip rapidly. Big lockups will also cause the tyre to become flat spotted. '''例2:''' ブレーキバランスの値が低すぎる状態<br /> Here the rear wheels have locked. Locking the rear wheels will promote oversteer in the vehicle, particularly if you have a little steering lock applied, so will make you lose control of the car very quickly unless you are good at counter steering. Otherwise say hello to that barrier. Not the best setup to have if you like to trailbrake into corners. '''例3:''' 制動力が高すぎる状態<br /> Solution: reduce Max per wheel xxx Nm. Locking all the wheels, while it can stop you the fastest on loose surfaces, is certainly not a good idea as you will be completely out of control, so the car will just do its own thing. You are also unable to determine if you have your brake balance set correctly. '''例4:''' 完璧?<br /> これは正確には違います。OK so all four wheels are pretty much at their limits, but this is without taking other factors into account (namely engine braking). ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> This is how I run the car (in this case, the XR GT). What have I changed? Firstly I have reduced the brake strength slightly to prevent the wheels from locking under normal circumstances. More importantly though, I have altered the brake balance to take engine braking into account. RWD cars are best run with the brake balance slightly too forward (see picture), while FWD are best run with the brake balance slightly too rearward. For AWD cars it depends on your torque split setting. This way you gain extra control by downshifting when braking. The earlier you downshift, the more additional braking strength is applied to the driven wheels. If you don’t take this into account when setting up your brakes, the wheels would very likely lock when downshifting. From here you may need to tweak the settings, and to find out if you need to do this, you need to race. Different surfaces have different amounts of grip available, so while you might feel you could increase brake strength in one part of the circuit, you could already be locking the wheels in another. Ideally, you want to set the brake strength so that the wheels will almost lock on the part of the circuit with most grip – and you can vary the amount of brake applied elsewhere. For users with a digital controller for the brakes (i.e. a button), you can either use a lower brake pressure at the sacrifice of ultimate braking power, or use the brake help driving aid, which will prevent lock ups but never brake as well as what you could with a analogue controller. Something else to take into account is downforce (or negative lift, if you prefer), as this increases grip with speed. So while you might not lock the brakes at high speed, they could lock easily at low speeds. Unfortunately there is no way around this if you want to be able to brake as hard as possible at high speeds. It is quickest to set the brakes up for the fastest braking point on the circuit, and be easy on the brakes during slower corners. Also, if you brake from high speed into a tight corner, this means you will be shaving off a lot of speed, and therefore grip. This means that as you brake, you need to slowly be letting off the brake pedals in order to avoid lock ups. There is one more twist to the brake settings story: hills. Circuits, by their nature, go round – so if you go up a hill at some point you are also going to go back down it. The more hilly the track, the more likely it is that you will end up having to brake on an incline. When braking going downhill, more weight is on the front wheels so they can take more brake force before locking and of course this means less weight is on the rear wheels so they are likely to lock, with all the nasty side effects involved. So the front-rear bias would need to be shifted slightly to the front (a higher number). Braking uphill is just the opposite, so the bias would need to be more rearward (lower). Of course, the angle of gradient you are braking on is unlikely to be fixed before every corner on any given circuit, so a compromise is needed. You can never have the brakes perfect for every corner unless the circuit is always flat, so the only way to find what compromise suits your driving best is to experiment. Remember to keep using the forces view to help when adjusting settings. ''NB: you may find it useful to drive without forces, save the replay and watch it in forces view, rather than trying to drive like that.'' == サスペンション == Suspension is the main way to tune the handling of your car. Any changes made here will usually mean changing settings elsewhere to maintain optimal levels of performance. === 車高を落とす === Q) '''これは何をするの?'''<br> A) This is the length of the springs fitted to the car when they have no load on them. Q) '''どう調整すればいいの?'''<br> A) This is best to set last out of all the suspension options. To get an idea, if you put all your suspension details in the Suspension Analyser and go to the “Suspension Loads and Travel” section, you can see how much travel you have left. Unused travel is making the car unnecessarily high, which raises the centre of gravity, therefore increasing weight transfer and lowering maximum available grip. However don’t forget to set the G forces before lowering/raising your car. See how much is left under both maximum lateral and maximum longitudinal G forces – you should not run out of travel at any point (NB: apply maximum lateral and maximum longitudinal forces one at a time). If you run out of suspension travel during racing you will hit the bump stops, which can cause unpredictable handling, and if hit hard enough, will damage your suspension. When I say maximum G forces, these depend on the car and the tyre choice see the G force tables in the appendixes. This will give you a baseline figure for ride height. Should you race on a perfectly flat track, this ride height would be fine, but you need to leave room for bumps and lumps in the track. Of course, this varies for different tracks, and the lines you take round them. To perfect this, use F1perfview and bring up a distance vs. suspension travel left graph. Keep raising the front and rear travel until the suspension doesn’t bottom out anymore. You may find it best to let the suspension just bottom out on or two points around the track however (so long as it does not upset the handling or cause damage), if it lets you run the car lower. There is one final thing to consider when playing with ride heights – and this is the angle of static body pitch of the car. Ideally, you want this to be flat (i.e. no pitch) at all times but due to the fact you’re always going to be accelerating or braking this isn’t going to happen (unless you had crazily stiff suspension and steel tyres). Having a positive body pitch (squat) is generally a bad thing as this means the air under the car is being compressed into a smaller space, so will exert an upward force at the rear of the car, reducing grip (ever so slightly). But don’t forget that accelerating makes the car squat a little so it’s probably best to set the car up to have a little static dive – how much depends on the car and your other suspension settings. ''Note: LFS doesn’t actually take this last paragraph into account yet. One day…'' === スプリングの硬さ === Q) '''これは何をするの?''' A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice versa. Q) '''どう調整すればいいの?''' A) Part 1: Suspension frequencies<br> Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load sensitive). High frequencies do the exact opposite. So obviously there is an optimum point in spring frequency – in real life this is known to be around 1.9-2.2Hz for cars around 1 tonne in mass (typical for GT racing cars). That doesn’t automatically mean these frequencies are best for LFS, however. As the weight increases this optimum frequency decreases and vice versa. Since the heaviest car in the game clocks the scales at just over 1.2 tonnes, 2Hz should still be a good point to start from and I wouldn’t recommend dipping much lower. For lighter cars, this optimum point may reach as high as 3Hz, although I wouldn’t recommend going quite that high for any road car in LFS. It’s best to experiment as see what feels best for you. Formula 1 cars are known to use anything in the range of 4 to 8Hz, but there are more reasons for that which I will explain in part 3. A quick note about creating rallycross setups: you want these to be softer, say between 1.7 to 1.9Hz, with plenty of ride height. This is to allow the tyre to follow all the bumps in the track, and can also be attributed to the softer nature of dirt. So where can you find out the suspension frequency? Colcob’s Setup Analyser would show you these figures, but that is only for v0.3 and hasn’t been yet updated for the latest version at the time of writing. It is possible to update that analyser manually by feeding in the appropriate S2 car data, however. Another effect of changing the spring frequency is how it affects the handling. Higher frequencies make the car more responsive to steering input although setting them too high will make the car nervous. Lower frequencies, although making the car less responsive, helps make the car more chuckable (i.e. you can throw it into corners and it won’t mind so much) but going to low will make the car wallow and you won’t be in complete control. So clearly there is a range or useful frequencies to use, and somewhere in the middle of it all there is a sweet spot – though where it is also depends on the driver. Part 2: Car balance<br> The second thing you can do with suspension is alter the balance of the car – which comes in very handy. While at first it may seem that equal frequencies will give neutral handling, this is only the case if the track widths are equal. If the front track width is wider than the rear (as is usually the case), neutrality is found with a slightly higher spring frequency at the rear. Since all real race cars are RWD, it is normally acceptable to use a rear frequency 0.15 to 0.25Hz lower than on the front as this will introduce some basic understeer. It is best to use as little as possible though because due to the nature of slip angles on tyres, a slight amount of oversteer is fastest. The better your throttle control and counter steering abilities, the less understeer / more oversteer you can get away with. For FWD cars you’d want the rear harder than the front by around this amount (or the front softer than the rear – depending how you look at it). If you were trying to make the car more neutral then reduce the difference in frequencies (this isn’t the only setting that affects car balance however (in fact most settings do really), though one of the two main ways, the other being antiroll). I wouldn’t recommend making the difference in frequencies greater than 0.4 or 0.5Hz though – if the car still isn’t handling like you want then either some other settings need changing or maybe your style of driving (but that’s not the purpose of this guide). Part 3: The downforce twist<br> Unfortunately just when you think something seems relatively simple, something else comes and complicates matters. In this case that thing is downforce. With downforce, as your speed increases you are getting air to push the car onto the ground, which is great for grip as you get more force sticking the tyre to the ground without the nasty side-effect of having to haul more weight around. Of course as speed increases there is more force being exerted onto the springs, so the ride height will be reduced (and most likely, it won’t be reduced equally front and rear, so the car pitch changes also). And of course changing ride height alters the camber of the wheels, making it harder to get camber perfect for both high and low speed corners. Note that downforce does not actually affect spring frequencies (contrary to what older versions of the guide stated – these were incorrect), and thus does not affect damping either. This brings me back to the Formula 1 car comment and why they use such high spring frequencies. The first reason is of course they run with huge amounts of downforce, to such an affect that most of the force holding the car to the road is from downforce rather than the weight of the car. Though this does mean the car could drive upside down (say, on the underside of a bridge) which could make for some wacky racing. Getting back to the point, why do cars with downforce need to run stiffer suspension? This is due to the issues I previously mentioned, e.g. changing of ride height, pitch (which in turn affects downforce) and camber. Stiffer suspension means these properties change less as the car goes around the circuit, making it easier to setup. Also downforce is only created when air is travelling over the car in the correct direction. So high slip angles would mean a loss of downforce and for this reason tyres with low optimum slip angles are used. This also means that the cars are going to snap when traction is lost, so higher spring frequencies are used since their benefits (increased car control) are present but their downsides (worse handling over the limit) no longer really matter. Another reason F1 cars use such high frequencies (and very little suspension travel) is that, unlike GT racing for instance, they use soft tyres with fairly tall side walls. It is the give in the side walls that softens the impacts and cushions the driver and allows him to still see clearly (having the suspension frequency too high would otherwise impair the vision of the driver over non-flat surfaces). === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) These are best explained visually:<br> If a weight was placed on top of a spring and released, the position of that weight would be shown by the green line plotted on the graph below. The purple line shows the position of the weight if the spring had some bump (compression) damping. [[image:sus1.gif]] You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but the movement slows while the weight is rising. [[image:sus2.gif]] In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring. A quick note regarding the XF GTi, XR GT, and UF1000:<br> Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced them is in fact the rebound damping value, while the compression damping is automatically set to 50% of this value. Q) '''どう調整すればいいの?''' A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has started. Some diagrams may help the explanation. [[image:sus3.gif]] The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped. You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically damped suspension has dealt with and recovered from any bumps as fast as possible. [[image:sus4.gif]] This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line). When there damping is set too high, again the spring takes longer to settle to its resting position. However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed. For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping. Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems. The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers? [[image:sus5.gif]] To quote Carroll Smith:<br> ''“The compression stroke controls the motion of the unsprung mass and the extension stroke controls the motion of the sprung mass.”'' In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key. Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving. === アンチロールバー === Q) '''これは何をするの?'''<br> A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs. So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this movement. So in effect your lovely independent suspension is becoming less independent the stiffer your antiroll bars are. Having the suspension independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can obviously get away with a relatively stiff antiroll bar before it becomes a problem. Q) '''どう調整すればいいの?'''<br> A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance. Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will induce oversteer when cornering. That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using. As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent. One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t recommend letting this value go much above 1.0. == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''どう調整すればいいの?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === キャスターとInclination === ''Inclination is no longer adjustable in LFS'' Q) '''これらは何をしているの?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''Locked Diff (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''Open Diff'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''Clutch Pack LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''Viscous LSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''Clutch Pack LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''Preload'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 多言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 2c6c3b658723725bfea62ef1b6cf8c392a36b3b9 はじめに 0 1410 2036 1916 2017-02-11T19:13:29Z Skylinekakkoii 57 英語版に従い、インストールとパッチ項を削除。また、バージョンを意味する"S2"もライセンスとの混乱を防ぐために削除。 wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通している場合は、インストールとセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 <!-- todo --> S2ではシングルプレーヤーモードでAIを相手に一人でレースをすることができます、しかし、マルチプレーヤーモードでは、本当の楽しみがオンラインであることに気づくでしょう。世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理学の計算が必要です。これは、レースにとって重要である全ての運動をシミュレーションすることになります。LFS S2はシミュレーションとはなんであるかという、我々のビジョンに対する第2のステップであって、すでにかなりの精度で実現されており、高い評価を得ています。 それは多くの面でカバーされてます。- 広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、興味をそそるレース用の環境、異なるクラスの車など。これら全ての面は、コース上を走ることによって確認できるでしょう。 それから、ピットストップの計画を忘れないでください。- あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを発見してください。実際のレースで考えなければならない全ての要素は、S2でも同じように考える必要があります。 S2は、S1に比べて重要な特徴が加えられました。たとえば、ダイナミック・キャンバー(サスペンションの改良とサスペンション・タイプ別による違いのシミュレーション)、非常に詳細なタイヤ物理学・ダメージモデルの導入、また、S1は『中高速』の車両とトラックでしたが、S2ではいくつかの『速い』クラス(そして、若干の『遅い』車両も)を導入しました。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事が出来ます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色は、選択することが出来ます。 『HE-TDUK』(使用中のスキンの名前)と表示されているボタンをクリックすることによって、オリジナルのヘルメットデザイン(スキン)を選ぶことができます。 オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。もしLFSをアンロックしていない場合は、全ての車に乗ることが出来ません。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、下にある「New colours」で新しい名前を入力し、セッティング項目の「colours」で変更できます。その下の項目でドライバーや燃料などを載せた状態を表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら『Next』をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。デフォルトではマウスになっています。よろしければ『Next』をクリックして下さい。Live for Speed S2をプレイするにはフォースフィードバック対応のコントローラを推薦します。もし手元にあるならば、今すぐ設定しましょう。 少しの努力で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speedの全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net に登録する必要があります。 スタートページの上部右のCreate A New Accountをクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしあなたがvoucherコードを送ったなら、そのページに入ることができます。 Submitをクリックすれば、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 (メモ) http://www.lfsforum.net (公式フォーラム)と http://www.lfsworld.net (LFS-Worldオンライン統計)で同じユーザ名とパスワードでログインできます。 登録後、あなたの選んだ方の支払い方法を使用しているvoucherコードまたはライセンスを買うことができます。 そして、右上の角でS2が表示されていると、S2をアンロックすることができます。 現在、あなたはLive for Speedをアンロックする準備ができています。あとはユーザーネームとパスワードを入力するだけです。 Welcome to Live for Speed! これであなたは全て[[トラック]]、[[車種]]を使用することが出来ます。 (注意) LFSをアンロックするには、インターネットに接続する必要があります。接続のバンド幅は重要ではありません。一度アンロックされれば、全ての機能がオフラインでも使用できます。あなたが最初にライセンスを買ったとき、あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするのと、1つのスペアです。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしあなたがWindowsを再インストールするか、コンピュータをアップグレードすれば、いつでもLive for Speedをアンロックすることができます。 <!-- 多言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] [[bg:Въведение]] 074f7c482fa7fdbde36127ef56b1b9bf651b08a7 2040 2036 2017-02-12T06:27:11Z Skylinekakkoii 57 直訳→意訳 wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通している場合は、インストールとセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 『HE-TDUK』(使用中のスキンの名前)と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の○○axesのボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『invert』をクリックして修正してください。その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしていても後から変更できるので安心してください。全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speedの全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single player』を選んで『GO』をクリックします。すると、あなたはBlackwood GPサーキットのスタートラインにGTIのシートに座っていることに気づくでしょう。あなたが最初の数ラップで、サンドトラップに突っ込みナメクジ状態になったとき(最初これは誰にでも起こります)その時は、Escキーを押して、メインメニューに戻って下さい。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 多言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] 67c415f37599f3f84778cd973ca07f1de2ca9690 2041 2040 2017-02-12T07:00:36Z Skylinekakkoii 57 /* コントローラ */ wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 あなたがすでにLFSに精通している場合は、インストールとセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 『HE-TDUK』(使用中のスキンの名前)と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。 ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の「○○axes」のボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『Invert』をクリックして修正してください。 その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしても、後から変更できるので安心してください。 全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single play』を選んで『GO』をクリックします。 コースと車を選択すると、すぐに走り出すことができます! あなたが最初の数ラップで、サンドトラップに突っ込み動けない状態になったとき(最初これは誰にでも起こります)は、Escキーを押しましょう。 メニューが現れ、ガレージに戻ったり、ゲームを終了することができます。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 多言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] 799e5846ac6280599e841ebc2e306408b062b1fd 利用者:Skylinekakkoii 2 1477 2039 2017-02-12T05:10:49Z Skylinekakkoii 57 ページの作成:「最近、約10年間放置されていたここのWikiを編集し始めました。 日本語訳して欲しいページがあればそちらを優先的に編集しま...」 wikitext text/x-wiki 最近、約10年間放置されていたここのWikiを編集し始めました。 日本語訳して欲しいページがあればそちらを優先的に編集しますので、lfs.netよりお気軽にご連絡下さい! 9eb62fdbc44dc46282086f46b11f2d3ecc803fd5 ゲームモード 0 1412 2043 1748 2017-02-12T08:14:13Z Skylinekakkoii 57 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースOFFやパイロンなどのコース内のオブジェクト、AI Carに触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレーヤー == [[image:Serverlist.jpg|thumb|サーバーリスト]] Multiplayをクリックすると、オンラインで他のプレイヤーと走行することができます。 オンラインで走行する際は、相手は人間であり、適切な対応をする必要があることを忘れないで下さい! 注意深く運転士、クラッシュを避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、it will even help you to find opponents that want to race you. The quickest way to start is to click on 'Display List of Hosts' and choose one of the many available online hosts. Of course there are additional options which will now be clarified. === Multiplayerのメインメニュー === '''オンラインモードの選択:''' Demo・S1・S2から選択できます。Demoはアンロックされていないユーザーと同じになります。レーサーの数は11人に限られています。LFSをまだ買っていない友人とレースをするときに使用して下さい。 '''Windowed while connecting:''' インターネットに接続中、ウインドウモードになります。 '''Search Player:''' LFS内からあらゆるプレーヤーを捜すことができます。あなたが捜しているプレーヤーの名前を入力して下さい。そして、プレーヤーがオンラインならば、あなたは、プレーヤーの居るサーバーに入るかを選択します。 === Display list of games === LFSはマスターサーバーに接続して、hidden設定されない全てのホストを表示します。 リストはどの車が許されるか、どのトラックが使われているか、そして何人のレーサーが現在サーバーにいるか各サーバーに関する延長した情報を含みます。『?』ボタンをクリックすると、サーバーでレーサーの名前を含むチャットウインドウに、いろいろな情報を示します。また画面下部のボタンを使って表示されるサーバーを特定することができます。 '''Car フィルター:''' Carフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:画面右端のCarsボタンリストを使用してください。デフォルトはALLです。 車種別:リスト中央上部に縦にかかれている自動車名をクリックして下さい。黒青赤にセットすることができます。 [青] : この車があるホストを表示します<br> [赤] : この車があるホストを除外します<br> [黒] : 指定なし<br> ゲストへ : 空のホストに接続するのを嫌がらないで!そのうち人々が集まって来るでしょう!<br> ホストへ: なるべく「all cars」に設定しないで! '''Carコード:''' サーバーリストに表示される車種名は、3文字に省略されたCarコードを使用しています。 UF1 - UF 1000 (S2) XFG - XF GTi (Demo, S1, S2) XRG - XR GT (Demo, S1, S2) XRT - XR GT Turbo (Demo, S1, S2) RB4 - RB4 GT (S1, S2) FXO - FXO Turbo (S1, S2) LX4 - LX4 (S1, S2) LX6 - LX6 (S1, S2) FZ5 - FZ 50 (S2) RAC - RaceAbout (S2) MRT - MRT5 (S1, S2) UFR - UF 1000 GTR (S2) XFR - XF GTR (S2) FOX - Formula XR (S2) FO8 - Formula V8 (S2) BF1 - BMW Sauber (S2) FXR - FXO GTR (S2) XRR - XR GTR (S2) FZR - FZ 50 GTR (S2) '''Track コード:''' トラックは下のリストのコードを使用します。サーバーリスト内でも使用されます。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。トラックコードは3つの部品の組合せです。 1.トラック識別子、2.コース番号 3.逆走の場合だけ「R」を追加 例:<br> 「BL1R」は、「Blackwood」「GP」「逆走」<br> 「AS3」は、 「Aston」「 National」「順走」になります。 BL - Blackwood (3コース: GP, RallyX, Car Park) SO - South City (5コース: Classic, Sprint 1, Sprint 2, City Long, Town Course) FE - Fern Bay (6コース: Club, Green, Gold, Black, RallyX, RallyX Green) AS - Aston (7コース: Cadet, Club, National, Historic, Grand Prix, Grand Touring, North) WE - Westhill (1コース : International) KY - Kyoto (3コース: Oval, National, GP Long) AU - Autocross (4コース: Autocross, Skid Pad, Drag Strip, 8 Lane Drag) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Admin slot:''' ? '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host(no graphics):''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> または、Shift + Jを押してください。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります(ESC)<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] c6f382a00e59ad513cb6b50d1683e822547e28bc 2044 2043 2017-02-12T13:55:00Z Skylinekakkoii 57 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {|class="wikitable" !- |黒|指定されていない状態です。デフォルトではこの状態です。 !- |青|この車種が使用可能なホストのみを表示します。 !- |赤|この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 [[Cars:Unclassified#UF_1000|UF1 - UF 1000]] (S2, S3) [[Cars:FR#XFG|XFG - XF GTi]] (Demo, S1, S2, S3) [[Cars:FR#XR_GT|XRG - XR GT]] (Demo, S1, S2, S3) [[Cars:TBO#XR_GT_Turbo|XRT - XR GT Turbo]] (S1, S2, S3) [[Cars:TBO#RB4_GT|RB4 - RB4 GT]] (S1, S2, S3) [[Cars:TBO#FXO_Turbo|FXO - FXO Turbo]] (S1, S2, S3) [[Cars:Unclassified#LX4|LX4 - LX4]] (S1, S2, S3) [[Cars:LRF#LX6|LX6 - LX6]] (S1, S2, S3) [[Cars:LRF#FZ50|FZ5 - FZ 50]] (S2, S3) [[Cars:LRF#RaceAbout|RAC - RaceAbout]] (S2, S3) [[Cars:Single-Seaters#MRT5|MRT - MRT5]] (S1, S2, S3) [[Cars:FWD_GTR#UF_GTR|UFR - UF 1000 GTR]] (S2, S3) [[Cars:FWD_GTR#XF_GTR|XFR - XF GTR]] (S2, S3) [[Cars:Single-Seaters#Formula_XR|FOX - Formula XR]] (S2, S3) [[Cars:Single-Seaters#Formula_BMW|FBM - Formula BMW FB02]] (Demo, S1, S2, S3) [[Cars:Single-Seaters#Formula_V8|FO8 - Formula V8]] (S2, S3) [[Cars:Single-Seaters#BMW_Sauber_F1|BF1 - BMW Sauber F1]] (S2, S3) [[Cars:RWD_GTR#FXO_GTR|FXR - FXO GTR]] (S2, S3) [[Cars:RWD_GTR#XR_GTR|XRR - XR GTR]] (S2, S3) [[Cars:RWD_GTR#FZ50_GTR|FZR - FZ 50 GTR]] (S2, S3) '''Trackコード:''' 同様にトラック(サーキット)は、以下のような省略されたTrackコードを使用しています。ドラッグコース以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例:<br /> 「BL1R」は、「Blackwood」「GP」「逆走」<br /> 「AS3」は、 「Aston」「National」「順走」<br /> 「SO2Y」は、「South City」「open track with SO Sprint1」「Reverse Pitlane and grid」 [[Tracks:Blackwood|BL - Blackwood]] (4 configs: [[Tracks:Blackwood#GP_Track|GP]], [[Tracks:Blackwood#Historic|Historic]], [[Tracks:Blackwood#Rallycross|Rallycross]], [[Tracks:Blackwood#Car_Park|Car Park]]) [[Tracks:South_City|SO - South City]] (6 configs: [[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]]) [[Tracks:Fern_Bay|FE - Fern Bay]] (6 configs: [[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]]) [[Tracks:Aston|AS - Aston]] (7 configs: [[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]]) [[Tracks:Westhill|WE - Westhill]] (5 configs: [[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]]) [[Tracks:Kyoto_Ring|KY - Kyoto Ring]] (3 configs: [[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]]) [[Tracks:Autocross|AU - Autocross]] (4 configs: [[Tracks:Autocross#Autocross|Autocross]], [[Tracks:Autocross#Skid_Pad|Skid Pad]], [[Tracks:Autocross#Drag_Strip|Drag Strip]], [[Tracks:Autocross#Drag_Strip|8 Lane Drag]]) [[Tracks:Rockingham|RO - Rockingham]] (11 configs: [[Tracks:Rockingham#ISSC|ISSC]], [[Tracks:Rockingham#National|National]], [[Tracks:Rockingham#Oval|Oval]], [[Tracks:Rockingham#ISSC_Long|ISSC Long]], [[Tracks:Rockingham#Lake|Lake]], [[Tracks:Rockingham#Handling|Handling]], [[Tracks:Rockingham#International|International]], [[Tracks:Rockingham#Historic|Historic]], [[Tracks:Rockingham#Historic_Short|Historic Short]], [[Tracks:Rockingham#International_Long|International Long]], [[Tracks:Rockingham#Sportscar|Sportscar]]) '''Infoコード:''' 各サーバーの情報を6種類のアルファベットで表示します。 V - kick/banの投票(Vote)を許可 S - トラックの選択を許可 Q - 予選が可能 M - ミッドレースが有効になっています P - ピットストップが義務付けられています R - ホストが[[InSim_Tutorials|Insim Relay]]に接続されています '''Chat:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Admin slot:''' ? '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host(no graphics):''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> または、Shift + Jを押してください。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります(ESC)<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] bcde7b7c3818c7729b22aaf248828132f50fc18a 2045 2044 2017-02-12T17:43:45Z Skylinekakkoii 57 表をテーブル化+バージョンS3適用 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[Cars:Unclassified#UF_1000|UF1]] !! [[Cars:Unclassified#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[Cars:FR#XFG|XFG]] !! [[Cars:FR#XFG|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[Cars:FR#XR_GT|XRG]] !! [[Cars:FR#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:Unclassified#LX4|LX4]] !! [[Cars:Unclassified#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#MRT5|MRT]] !! [[Cars:Single-Seaters#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_XR|FOX]] !! [[Cars:Single-Seaters#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_BMW|FBM]] !! [[Cars:Single-Seaters#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_V8|FO8]] !! [[Cars:Single-Seaters#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#BMW_Sauber_F1|BF1]] !! [[Cars:Single-Seaters#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Tracks:Blackwood|BL]] !! [[Tracks:Blackwood|Blackwood]] |[[Tracks:Blackwood#GP_Track|GP]], [[Tracks:Blackwood#Historic|Historic]], [[Tracks:Blackwood#Rallycross|Rallycross]], [[Tracks:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[Tracks:Autocross|AU]] !! [[Tracks:Autocross|Autocross]] |[[Tracks:Autocross#Autocross|Autocross]], [[Tracks:Autocross#Skid_Pad|Skid Pad]], [[Tracks:Autocross#Drag_Strip|Drag Strip]], [[Tracks:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Tracks:Rockingham|RO]] !! [[Tracks:Rockingham|Rockingham]] |[[Tracks:Rockingham#ISSC|ISSC]], [[Tracks:Rockingham#National|National]], [[Tracks:Rockingham#Oval|Oval]], [[Tracks:Rockingham#ISSC_Long|ISSC Long]], [[Tracks:Rockingham#Lake|Lake]], [[Tracks:Rockingham#Handling|Handling]], [[Tracks:Rockingham#International|International]], [[Tracks:Rockingham#Historic|Historic]], [[Tracks:Rockingham#Historic_Short|Historic Short]], [[Tracks:Rockingham#International_Long|International Long]], [[Tracks:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各サーバーの情報をアルファベットで表示します。 VOT - kick/banの投票(Vote)を許可 SEL - トラックの選択を許可 QLY - 予選が可能 (otherwise only race) MID - Mid-race join is enabled PIT - ピットストップが義務付けられています RST - Car-reset is allowed FCV - Forced Cockpit View is activated on the server CRU - Server is a cruise server また、画面下部にはこれらのフィルタが用意されています。 ALL – show all hosts RACE – only race servers (wrong way is not allowed) REAL – only race servers with car-reset disabled HARD – only race servers with car-reset disabled and forced cockpit view '''待合室:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Admin slot:''' ? '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host(no graphics):''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> または、Shift + Jを押してください。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります(ESC)<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] cb1396850b5d7760df97e451ea31f58cab60057f 2046 2045 2017-02-12T17:57:13Z Skylinekakkoii 57 表をテーブル化+バージョンS3適用 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[Cars:Unclassified#UF_1000|UF1]] !! [[Cars:Unclassified#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[Cars:FR#XFG|XFG]] !! [[Cars:FR#XFG|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[Cars:FR#XR_GT|XRG]] !! [[Cars:FR#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:Unclassified#LX4|LX4]] !! [[Cars:Unclassified#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#MRT5|MRT]] !! [[Cars:Single-Seaters#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_XR|FOX]] !! [[Cars:Single-Seaters#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_BMW|FBM]] !! [[Cars:Single-Seaters#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_V8|FO8]] !! [[Cars:Single-Seaters#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#BMW_Sauber_F1|BF1]] !! [[Cars:Single-Seaters#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Tracks:Blackwood|BL]] !! [[Tracks:Blackwood|Blackwood]] |[[Tracks:Blackwood#GP_Track|GP]], [[Tracks:Blackwood#Historic|Historic]], [[Tracks:Blackwood#Rallycross|Rallycross]], [[Tracks:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[Tracks:Autocross|AU]] !! [[Tracks:Autocross|Autocross]] |[[Tracks:Autocross#Autocross|Autocross]], [[Tracks:Autocross#Skid_Pad|Skid Pad]], [[Tracks:Autocross#Drag_Strip|Drag Strip]], [[Tracks:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Tracks:Rockingham|RO]] !! [[Tracks:Rockingham|Rockingham]] |[[Tracks:Rockingham#ISSC|ISSC]], [[Tracks:Rockingham#National|National]], [[Tracks:Rockingham#Oval|Oval]], [[Tracks:Rockingham#ISSC_Long|ISSC Long]], [[Tracks:Rockingham#Lake|Lake]], [[Tracks:Rockingham#Handling|Handling]], [[Tracks:Rockingham#International|International]], [[Tracks:Rockingham#Historic|Historic]], [[Tracks:Rockingham#Historic_Short|Historic Short]], [[Tracks:Rockingham#International_Long|International Long]], [[Tracks:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、チャットウインドウはサーバーリストの上に表示されます。他のレーサーに会ってチャットをすることができます。IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'ボタンと似ています。<br> /users – 現在オンラインに何人のユーザーがいるか表示します。<br> /hosts – 現在オンラインにいくつホストがあるか表示します。<br> /me [text] – あなたのアクションを表示します。<br> /leave – チャットを終了します。'Leave'ボタンと似ています。<br> /help – 全チャットのコマンドリストします。 === Join specific game === サーバーリストを表示せず直接サーバーに加わることが出来ます。このボタンを押すと、あなたがレースをした最後のサーバーがセットされているので、何らかの理由でサーバーから切断された場合、簡単に再接続することが出来ます。 '''Join game on:'''  local network(LAN)か、インターネットかを選択します。 :『LAN』 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、ネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :『インターネット』 LFSをマスタサーバーに接続させます。サーバー名を入力して必要ならパスワードを入力して下さい。 '''Servername:''' サーバー名を入力します。(大文字小文字と色は無視されます) '''Server Password:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのサーバーは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードを得るにはレースを主催している人やチームのホームページなどで確認してください。 '''Server IP-Address:''' 『LAN』を選択した場合、サーバーのIPアドレスを入力することができます。 '''Server Port:''' 『LAN』を選択した場合、ポートを指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === Start new game === あなた自身がLive for speedのサーバーになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅に依存します。LFSに内蔵されている計算機で何人のレーサーが接続可能かを計算できます。<br> <br> 通常サーバーになるには2種類の方法があります。<br> <br> *1.通常のLive for sppedでサーバーになる方法。これはあなた自身もレースに参加できます。<br> *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)サーバー」を使用する方法。他のプレイヤーだけあなたのサーバーに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、時代遅れのコンピューターでもサーバーになることができます。 <br> *また一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br> これはアンロックする必要が無く、ライセンスを購入しなくても誰でもすぐにS2のサーバーになることができます。<br> これは非常に時代遅れのコンピューターでもサーバーになることを可能にします。<br> 「dedicatedホスト・プログラム」は以下のページからダウンロードできます。<br> http://www.liveforspeed.net/?page=addons <br> 両方のサーバータイプのために、いろいろなサーバーオプションがあります。 '''Visibility:''' これは『Join specific game』とほぼ同じです。『Hidden(隠す)』はマスタサーバーにログインされますが、サーバーリストで見えません。サーバー名を知っているプレーヤーだけが接続することができます。 '''Game name:''' あなたのサーバー名を入力します。 '''Game Password:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートサーバー)」になります。空白にすると「public(パブリックサーバー)」になり誰でも入ることが出来ます。 '''Admin Password:''' 管理者パスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IP-Address:''' サーバーが複数のIPアドレスを持っている場合、任意で指定することができます。 '''Port:''' 通常変える必要がありません。(デフォルトは63392番ポート) アドバイス: サーバーがファイアウォールを通してインターネットに接続する場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)はサーバーに送り届けられなければなりません。(http://portforward.com/routers.htm) '''Internet connection:''' あなたのサーバーに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。正しい値をリストから選んでください。 '''Maximum Upload:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 アドバイス: ByteとBitの関係 kBit/s:<br> 1 kByte/s = 8 kBit/s<br> 1 MByte/s = 8 MBit/s '''Max guests:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Admin slot:''' ? '''Max ( real + AI ) in race:''' レースに出場できる車の最大数(AIを含む) '''Max ( real + AI ) per Guest pc:''' ゲストプレーヤーのPCから走らせられる最台数(AIを含む) '''Max (real + AI) on host pc:'''  ホストのPCから走らせられる最台数(AIを含む) '''Smoothness(packets per second):''' 毎秒、接続されているすべてのPCから車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。 '''Dedicated host(no graphics):''' ホストを専用サーバにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。 '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> または、Shift + Jを押してください。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります(ESC)<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 3a2e475786153e89789c779614fa38969346c53d 2047 2046 2017-02-13T05:37:54Z Skylinekakkoii 57 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[Cars:Unclassified#UF_1000|UF1]] !! [[Cars:Unclassified#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[Cars:FR#XFG|XFG]] !! [[Cars:FR#XFG|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[Cars:FR#XR_GT|XRG]] !! [[Cars:FR#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:Unclassified#LX4|LX4]] !! [[Cars:Unclassified#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#MRT5|MRT]] !! [[Cars:Single-Seaters#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_XR|FOX]] !! [[Cars:Single-Seaters#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_BMW|FBM]] !! [[Cars:Single-Seaters#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_V8|FO8]] !! [[Cars:Single-Seaters#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#BMW_Sauber_F1|BF1]] !! [[Cars:Single-Seaters#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Tracks:Blackwood|BL]] !! [[Tracks:Blackwood|Blackwood]] |[[Tracks:Blackwood#GP_Track|GP]], [[Tracks:Blackwood#Historic|Historic]], [[Tracks:Blackwood#Rallycross|Rallycross]], [[Tracks:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[Tracks:Autocross|AU]] !! [[Tracks:Autocross|Autocross]] |[[Tracks:Autocross#Autocross|Autocross]], [[Tracks:Autocross#Skid_Pad|Skid Pad]], [[Tracks:Autocross#Drag_Strip|Drag Strip]], [[Tracks:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Tracks:Rockingham|RO]] !! [[Tracks:Rockingham|Rockingham]] |[[Tracks:Rockingham#ISSC|ISSC]], [[Tracks:Rockingham#National|National]], [[Tracks:Rockingham#Oval|Oval]], [[Tracks:Rockingham#ISSC_Long|ISSC Long]], [[Tracks:Rockingham#Lake|Lake]], [[Tracks:Rockingham#Handling|Handling]], [[Tracks:Rockingham#International|International]], [[Tracks:Rockingham#Historic|Historic]], [[Tracks:Rockingham#Historic_Short|Historic Short]], [[Tracks:Rockingham#International_Long|International Long]], [[Tracks:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 /find [username] – ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。<br /> /users – 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。<br /> /hosts – 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。<br /> /me [text] – あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。<br /> /demo - デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。<br /> /leave – チャットを終了します。「退室」ボタンと同様の機能です。<br /> /help – 上記全てのコマンドを表示します。 === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> または、Shift + Jを押してください。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります(ESC)<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 36ee903876ef051c26068af1adaf0cdab0441fc2 2048 2047 2017-02-13T10:00:22Z Skylinekakkoii 57 コマンドをテーブル化 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[Cars:Unclassified#UF_1000|UF1]] !! [[Cars:Unclassified#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[Cars:FR#XFG|XFG]] !! [[Cars:FR#XFG|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[Cars:FR#XR_GT|XRG]] !! [[Cars:FR#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:Unclassified#LX4|LX4]] !! [[Cars:Unclassified#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#MRT5|MRT]] !! [[Cars:Single-Seaters#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_XR|FOX]] !! [[Cars:Single-Seaters#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_BMW|FBM]] !! [[Cars:Single-Seaters#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_V8|FO8]] !! [[Cars:Single-Seaters#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#BMW_Sauber_F1|BF1]] !! [[Cars:Single-Seaters#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Tracks:Blackwood|BL]] !! [[Tracks:Blackwood|Blackwood]] |[[Tracks:Blackwood#GP_Track|GP]], [[Tracks:Blackwood#Historic|Historic]], [[Tracks:Blackwood#Rallycross|Rallycross]], [[Tracks:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[Tracks:Autocross|AU]] !! [[Tracks:Autocross|Autocross]] |[[Tracks:Autocross#Autocross|Autocross]], [[Tracks:Autocross#Skid_Pad|Skid Pad]], [[Tracks:Autocross#Drag_Strip|Drag Strip]], [[Tracks:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Tracks:Rockingham|RO]] !! [[Tracks:Rockingham|Rockingham]] |[[Tracks:Rockingham#ISSC|ISSC]], [[Tracks:Rockingham#National|National]], [[Tracks:Rockingham#Oval|Oval]], [[Tracks:Rockingham#ISSC_Long|ISSC Long]], [[Tracks:Rockingham#Lake|Lake]], [[Tracks:Rockingham#Handling|Handling]], [[Tracks:Rockingham#International|International]], [[Tracks:Rockingham#Historic|Historic]], [[Tracks:Rockingham#Historic_Short|Historic Short]], [[Tracks:Rockingham#International_Long|International Long]], [[Tracks:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら… === サーバーに入ると、すでに他のレーサーがいる場合は「'''Spectate'''(観戦モード)」になっています。<br> レースに参加するには「'''Esc'''」を押してメニューから「'''Join'''」をクリックして下さい。<br> または、Shift + Jを押してください。<br> 誰もいない場合はロビー画面になっています。 '''join race'''ボタンを押して「ready」をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン (Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票 (Shift + R) '''Vote to qualify''' 予選に投票 (Shift + Q) '''Vote to end race''' レース終了に投票 (Shift + X) '''Resum''' 元の画面に戻ります(ESC)<br> メモ)Vote(投票)システムとは一定数以上のプレーヤーが投票すると実行されます。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 1836be020b386ab0ddde6a155a8799c3013ed543 2049 2048 2017-02-14T09:08:27Z Skylinekakkoii 57 /* サーバーに入ったら */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[Cars:Unclassified#UF_1000|UF1]] !! [[Cars:Unclassified#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[Cars:FR#XFG|XFG]] !! [[Cars:FR#XFG|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[Cars:FR#XR_GT|XRG]] !! [[Cars:FR#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:Unclassified#LX4|LX4]] !! [[Cars:Unclassified#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#MRT5|MRT]] !! [[Cars:Single-Seaters#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_XR|FOX]] !! [[Cars:Single-Seaters#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_BMW|FBM]] !! [[Cars:Single-Seaters#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_V8|FO8]] !! [[Cars:Single-Seaters#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#BMW_Sauber_F1|BF1]] !! [[Cars:Single-Seaters#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Tracks:Blackwood|BL]] !! [[Tracks:Blackwood|Blackwood]] |[[Tracks:Blackwood#GP_Track|GP]], [[Tracks:Blackwood#Historic|Historic]], [[Tracks:Blackwood#Rallycross|Rallycross]], [[Tracks:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[Tracks:Autocross|AU]] !! [[Tracks:Autocross|Autocross]] |[[Tracks:Autocross#Autocross|Autocross]], [[Tracks:Autocross#Skid_Pad|Skid Pad]], [[Tracks:Autocross#Drag_Strip|Drag Strip]], [[Tracks:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Tracks:Rockingham|RO]] !! [[Tracks:Rockingham|Rockingham]] |[[Tracks:Rockingham#ISSC|ISSC]], [[Tracks:Rockingham#National|National]], [[Tracks:Rockingham#Oval|Oval]], [[Tracks:Rockingham#ISSC_Long|ISSC Long]], [[Tracks:Rockingham#Lake|Lake]], [[Tracks:Rockingham#Handling|Handling]], [[Tracks:Rockingham#International|International]], [[Tracks:Rockingham#Historic|Historic]], [[Tracks:Rockingham#Historic_Short|Historic Short]], [[Tracks:Rockingham#International_Long|International Long]], [[Tracks:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] d7fba31c4719cab630c6f3922130183be5dfc204 キーコンフィグ 0 1478 2051 2017-02-14T10:26:04Z Skylinekakkoii 57 英和訳。 コントローラ / サウンド 項のExtendedキーボードについて情報をお願い致します。 wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左クリック | アクセル |- ! 右クリック | ブレーキ |- ! マウスを左右に動かす | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | サイド(ハンド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | スピードリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! Key ! Function |- ! F9* | Toggle Tyre Temperatures, Surface Loads Display and Clutch Temperature |- ! F10 | Toggle Damage Display<br>and Clutch Temperature |- ! F11 | Toggle Live Settings display |- ! F12 | Toggle Pit Instructions<br>(use arrow keys to change pit instructions) |- ! F | Toggle Forces view<br>(force vectors on cars and tyres) |- ! SHIFT+L | Toggle Suspension View overlay |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! Ctrl(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! スペース | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! UP/DOWN ARROW | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS Worldコマンド == '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [http://en.lfsmanual.net/LFS_World#Live_for_Speed_SMS_text_message_system LFS World SMS-system についてはの詳細はこちらからどうぞ(英語)。]] '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、それをケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] fdbc913ba52a198a96786025fd679ce0414c06fe キーコンフィグ 0 1478 2052 2051 2017-02-14T11:36:24Z Skylinekakkoii 57 wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左クリック | アクセル |- ! 右クリック | ブレーキ |- ! マウスを左右に動かす | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | サイド(ハンド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | スピードリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! Ctrl(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [http://en.lfsmanual.net/LFS_World#Live_for_Speed_SMS_text_message_system LFS World SMS-system についてはの詳細はこちらからどうぞ(英語)。]] '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] 70366f5f9631d31ccd52885f8ed1cec8fae522d4 2053 2052 2017-02-14T11:36:44Z Skylinekakkoii 57 /* フリー視点 / AutoX エディタ */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左クリック | アクセル |- ! 右クリック | ブレーキ |- ! マウスを左右に動かす | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | サイド(ハンド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | スピードリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [http://en.lfsmanual.net/LFS_World#Live_for_Speed_SMS_text_message_system LFS World SMS-system についてはの詳細はこちらからどうぞ(英語)。]] '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] 5e31153d29159336b8932d63d59e8dc429f77ea1 2062 2053 2017-02-15T17:21:23Z Skylinekakkoii 57 /* LFS World コマンド */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左クリック | アクセル |- ! 右クリック | ブレーキ |- ! マウスを左右に動かす | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | サイド(ハンド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | スピードリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] df386da8eccdc225a80b62e9b83a77d5feb9f618 2069 2062 2017-02-16T16:09:30Z Skylinekakkoii 57 /* 車の操作 */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! マウスを左右に動かす | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | サイド(ハンド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | スピードリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] f4bc9430d3c795bf1dfc1085931c5116a5fc6a57 2070 2069 2017-02-16T16:09:55Z Skylinekakkoii 57 /* 車の操作 */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | サイド(ハンド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | スピードリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] f58e62fb399311b2d137fab42fb4ceacb70002de 2071 2070 2017-02-16T16:13:41Z Skylinekakkoii 57 /* 車の操作 */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | スピードリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] a773a2fa3d637583d31dc7919e06a9aff2f4472a 2072 2071 2017-02-16T16:21:13Z Skylinekakkoii 57 /* 車の操作 */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] a34777dc5fba683c9ea908544a34d7d0ccdaa07e 2073 2072 2017-02-16T16:34:32Z Skylinekakkoii 57 /* 車の操作 */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF |- ! 7 | 左ウィンカー |- ! 8 | 右ウィンカー |- ! 9 | ハザードランプ |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] 8d82c924513adedc8fbd8f3881ec953661868891 2074 2073 2017-02-16T16:44:47Z Skylinekakkoii 57 /* 車の操作 */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | 自動ギアシフトのON/OFF切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] e4c1cfc98315971c61433924a912976ca910e111 2075 2074 2017-02-16T16:46:10Z Skylinekakkoii 57 /* コントローラ / サウンド */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / AutoX エディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | AT/MT切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] 3c40e362cec576672134baeafbaa103f06410f96 2076 2075 2017-02-16T16:46:58Z Skylinekakkoii 57 /* フリー視点 / オートクロスエディタ */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | フォース視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / オートクロスエディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | AT/MT切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] d4eb71655d9b5d46dcbab211ca3fed39469d0207 2077 2076 2017-02-16T16:49:51Z Skylinekakkoii 57 /* レース中の車のデータ */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報表示切り替え(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報表示切り替え |- ! F11 | ライブセッティング情報の表示切り替え |- ! F12 | ピット戦略情報表示切り替え<br />(矢印キーでピット戦略を変更できます。) |- ! F | 荷重視点の切り替え<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / オートクロスエディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | AT/MT切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] 5ece17a1e82a542d207f2eda94a52b535b9fb695 2078 2077 2017-02-16T16:51:22Z Skylinekakkoii 57 /* レース中の車のデータ */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報 |- ! F11 | ライブセッティング情報 |- ! F12 | ピット戦略情報<br />(矢印キーでピット戦略を変更できます。) |- ! F | 荷重の表示<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイの表示切り替え |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / オートクロスエディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | AT/MT切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] 2e6d7517fd5f16ae6947d08affb17f5fec427d25 2079 2078 2017-02-16T16:52:23Z Skylinekakkoii 57 /* レース中の車のデータ */ wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報 |- ! F11 | ライブセッティング情報 |- ! F12 | ピット戦略情報<br />(矢印キーでピット戦略を変更できます。) |- ! F | 荷重の表示<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイ |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / オートクロスエディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | AT/MT切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 多言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] f7792e6cee2acc27ea42614392a4111b8a45d964 画面表示 0 1411 2054 1924 2017-02-14T11:44:11Z Skylinekakkoii 57 画像が古すぎたので変更 wikitext text/x-wiki Live for Speedにおいて、コクピットのメーターや画面上の情報をよく理解することは極めて重要です。 表示する項目は Options - Display で自由にカスタマイズできます。「Shift」+「F」キーですべての画面表示をOFFにすることも出来ます。 [[Image:On-screendisplay_default.jpg|thumb|LFS Patch 0.5z におけるデフォルトの表示画面]] == オン・スクリーン == '''コース図:''' コース全体と各車の位置を確認する事ができます。 :グリーン: あなたの車の位置です。 :イエロー: 相手の位置です。 :オレンジ: あなたより後着の相手の位置です :グレー: あなたより1周以上後着の相手の位置です :ライトブルー: AIカーであなたより先着の位置です。 :ダークブルー: AIカーであなたより後着の位置です。 Note: The colours are configurable, so may not match those shown above. '''フレームレート(FPS):''' 1秒間に何コマ描画されているか表示します。 このレートは決して30未満にすべきではありません。30を下回と動きがギクシャクし始めます。グラフィックのディテールを少し落とすチューニングで、FPSを改善できます。 '''順位:''' レース中のあなたの順位がイエローで表示されます。 '''Laps:''' 2/5 は5周のレースであなたが2周目であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行中の周回数を示します。 '''Total:''' トータルタイム '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' :緑色: アクセル - アクセル バタフライの位置であり、アクセル ペダルの位置ではありません。ただほとんどの場合これらは相関しています。<br> :赤色: ブレーキ - ブレーキ ペダルの位置。ブレーキ システムの圧力と比例します。<br> :青色: クラッチ - クラッチ ペダルの位置。自動クラッチだとペダルと無関係にバーが動く原因になります。<br> :グレー: ハンドブレーキ - 場合によってかけることでしょう。レース開始時はグリッド上でうろつくのを防ぐため自動的に適用されます。 '''ステアリング:''' externalビューで、赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === F9 F10 F11 F12 === Using the F9-F12 keys, you can switch through the four on-screen displays for tyre temperature & wear, damage, live settings and pit strategy. Press the button again to turn off the display. === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! === コネクション・リスト === This screen is shown by pressing N, which will alternate between names over cars, no names over cars, and the connections list. It shows who is connected to the server, what control system they are using, allows you to send and receive setups, and perform driver changes in the pitlane. '''Controller Type:''' The letters W, M, Kn and Ks are used. W means wheel, M means mouse, Kn means Keyboard Normal and Ks means Keyboard Stabilised (where the computer will attempt to provide mild steering assistance in some circumstances). This display corresponds to the setting in LFS on the other driver's computers. It is possible for a mouse user to use the wheel/joystick setting, so this display cannot be considered definite fact. Right-clicking on the controller type next to a driver's name will switch the view focus to that driver. <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] 1c6f52b27a92bb9b4e8d7be8065a8e434276155f LFS World 0 1466 2055 1903 2017-02-14T13:05:56Z Skylinekakkoii 57 現在の英和訳。 wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_S2.jpg|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' Lists the World Records for all configuration/car combos for a given track location. You can download the replay by clicking on the laptime displayed beneath the WR holder's name, or go to the corresponding hotlap chart by pressing the "»" below previously mentioned laptime. '''Racer details:''' In this part of the Hotlaps window, you can see the fastest hotlaps of a certain racer. Furthermore, each hotlap has a time comparison to the current World Record and to the WR Benchmark, which equals the WR + 3% (example: On a track with a WR of 2 minutes, the WR Benchmark would be 2:03.600). '''Ranks:''' The Ranks tab displays several types of hotlapping ranks, which are made up of all the hotlaps that have been uploaded. There are 3 main categories : ''<u>The MHR rank</u>'', which stands for the Main Hotlap Rank, consists of 18 selected and varied hotlap charts. ''<u>The Nutter rank</u>'' is called what it is because of the sheer amount of hotlaps that one has to drive to compete - you must do all of them :) ''<u>The Car ranks</u>'' consist of subcategories for all available cars in S2. Each car has its own rank where again 18 selected configs have to be driven to compete. To see which hotlap combinations must be driven for a rank, please refer to the "RANK INFO" link in the middle of the Ranks tab. ''<u>Personal vs Nation</u>'' The 3 main categories above define what a rank consists of, however there are two charts for every rank : A personal chart and a nations chart. As the names already imply, the personal chart is where you as an individual compete against other hotlapping individuals. The Nations chart is more like a group effort where the emphasis lies on how well hotlappers compete as a nation. The calculations for the nations chart require some further explanation though :<br> -only hotlaps in the top10 of a chart are counted,<br> -only the best 3 hotlaps per country count, to even out the advantage big countries have over small ones,<br> -the handicaps of these counted hotlaps are then summed to form the handicap for a country<br> -additionally, points are awarded for every hotlap - 1st place gets 10 points, 2nd gets 9 points, etc. This way the nations chart gets an interpretation from a different point of view. '''Compare:''' This tab is used to display hotlap comparisons between 2 racers. You cannot select hotlaps directly here - instead, use the Ranks or Details tabs for selection. == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] This window allows you to view, upload and delete your online car skins. These skins can then be automatically downloaded by other players when you play online on a server with them, so you don't have to distribute your skins manually anymore. == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] Provides a monthly (or all-time) top-50 player chart for most distance, laps, won races and finished races. Additionally to that, you can also find the overall track and car usage statistics in here. == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] Here you can search for LFS racers and / or registered LFS teams. This is also the place where you can setup additional personal settings (in the Profile tab), like your birthdate and avatar. '''Buddies''' can be maintained here as well. To add a racer to your buddy-list, enter it in the input-field and click the "Add racer" button. To remove a buddy, click its name in the buddy-list and a menu will appear, showing the option to remove the buddy. == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] This section allows a user to specify personal options such as timezone, units of measure, and privacy. == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFSWorld has some services that must be paid for, such as Premium Statistics and SMS Messaging. This page allows racers to put money in their LFSWorld account to pay for these services, as well as check the amount of money they have left on their account. == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert''' is a background process that will check at regular intervals to see if anyone in your buddy list is online in LFS. You can add racers to your buddy list by clicking on just about every racer name you see here on the LFS Desktop (a menu will appear), or you can manually add racers to your buddy list in the 'Your Profile' section of the LFS Racers database. Live Alert also checks if you have received new messages and it refreshes the chatterbox window if it's opened. == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] Here you can send messages to and receive messages from other LFS users, which is comparable to e-mail. If you have enough credit, you can even send an SMS message to another LFS player (if the player entered his/her mobile number at the SMS alert page). Sending to any phonenumber either an LFS user or not is also possible. == Chatterbox == [[image:LFSW_chatterbox.gif|right|Chatterbox]] Here you can enter short messages to be read by other members viewing LFS World. It's public so keep it clean here. No offensive or adult material should be posted. == Additional LFS World services == === Online status icon === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] If you want to display your online status on webpages, or forums, by use of an 64*16 pixels icon, you can use the following url to achieve this : http://www.lfsworld.net/isonline.YOURLFSUSERNAMEHERE <br /> This works only for licensed LFS racers. === Pubstat === The Pubstat system allows you to retrieve raw racing statistics through a special webpage. You can then process your own statistics and / or those of others, and for example display them on your own webpage.<br /> Because this is quite an elaborate system, the complete explanation and manual can be found on our forum : http://www.lfsforum.net/showthread.php?t=14480 == Live for Speed SMS text message system == === The system === * can send SMS messages (known as alerts) to your mobile phone when certain events happen. * allows you to send messages to other LFS users, without needing to exchange phone numbers. === What events can send an alert? === You can set up the following types of alert : At http://www.lfsworld.net - click : Live Alert... SMS Alert # Send an alert when a specified LFS racer has been online for a while. # Send an alert when a particular hotlap world record is broken. # Send an alert when a new patch is released. === What about message sending? === You can send text messages to other people : It's a convenient way to send text messages, quicker and easier than typing on a mobile phone. At http://www.lfsworld.net - click : LFS Messages... Send SMS * You can send to any LFS racer who has entered their mobile phone number into the system. * Your own phone number is sent for reply only if you click the box to select that option. * You can also send to Demo Racers who have entered their mobile phone number. * You can also send to any mobile phone number that you type in manually. * Flat rate of £0.10 for all messages - local and international. === Privacy === We will NEVER give your phone number or any other personal information, to anyone unless for some reason we are required by law to give it to an authority. Of course, the exception is if you click the box "send my phone number as reply number" when you type in your message - then your number is included so the recipient can reply to your phone. === Cost === Each MESSAGE you send to someone, and each ALERT that you receive having set up an alert, costs you £0.10. We have given everyone 2 free messages, so you can try it out before deciding to pay for more. To get more than 2 messages, you can pre-pay a minimum of £3 at http://www.lfsworld.net : My LFSW Credit. Another way to send - from within LFS while online at a S1 / S2 host : If you are online and want to ask a friend to join, you can send a SMS from within LFS. It will include your user name and the name of the host you are on. To do this, you must type two commands starting with a slash. /w msg USERNAME (initiates sending an SMS to another LFS racer) /w txt MESSAGE (adds the text and sends it to the racer's mobile phone) === What to do === We recommend you try out the system using your free SMS messages. Feel free to enter your phone number even if you don't want to use the system for your own purposes, so other S2 racers can send you a message if they want to get hold of you when you aren't online. === Improvement suggestions === We are interested to hear about any other types of alert you would like to receive, or any other suggestions you may have for the SMS system: http://www.lfsforum.net/showthread.php?t=8095 <!-- 多言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 7e3c1bc3598924e90dc9827c57ad41bc61e65ea6 2056 2055 2017-02-14T14:10:39Z Skylinekakkoii 57 wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_S2.jpg|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース設定/車でのワールドレコードのリストをコースごとに見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランクを表示します。このランクはアップロードされたホットラップによって自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランクを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランクを獲得するためにどのホットラップが必要なのかを見るには、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランクは様々な条件によって定義されていますが、それぞれのランクには'Personal'と'Nations'の2つのリストがあります。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ポイント化したものをランク付けしたものです。 これはいくつかの条件のもとに算出されています:<br /> -'Hotlap charts'のトップ10個のみカウントされる<br /> -国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> -the handicaps of these counted hotlaps are then summed to form the handicap for a country<br> -additionally, points are awarded for every hotlap - 1st place gets 10 points, 2nd gets 9 points, etc. This way the nations chart gets an interpretation from a different point of view. '''Compare:''' This tab is used to display hotlap comparisons between 2 racers. You cannot select hotlaps directly here - instead, use the Ranks or Details tabs for selection. == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] This window allows you to view, upload and delete your online car skins. These skins can then be automatically downloaded by other players when you play online on a server with them, so you don't have to distribute your skins manually anymore. == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] Provides a monthly (or all-time) top-50 player chart for most distance, laps, won races and finished races. Additionally to that, you can also find the overall track and car usage statistics in here. == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] Here you can search for LFS racers and / or registered LFS teams. This is also the place where you can setup additional personal settings (in the Profile tab), like your birthdate and avatar. '''Buddies''' can be maintained here as well. To add a racer to your buddy-list, enter it in the input-field and click the "Add racer" button. To remove a buddy, click its name in the buddy-list and a menu will appear, showing the option to remove the buddy. == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] This section allows a user to specify personal options such as timezone, units of measure, and privacy. == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFSWorld has some services that must be paid for, such as Premium Statistics and SMS Messaging. This page allows racers to put money in their LFSWorld account to pay for these services, as well as check the amount of money they have left on their account. == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert''' is a background process that will check at regular intervals to see if anyone in your buddy list is online in LFS. You can add racers to your buddy list by clicking on just about every racer name you see here on the LFS Desktop (a menu will appear), or you can manually add racers to your buddy list in the 'Your Profile' section of the LFS Racers database. Live Alert also checks if you have received new messages and it refreshes the chatterbox window if it's opened. == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] Here you can send messages to and receive messages from other LFS users, which is comparable to e-mail. If you have enough credit, you can even send an SMS message to another LFS player (if the player entered his/her mobile number at the SMS alert page). Sending to any phonenumber either an LFS user or not is also possible. == Chatterbox == [[image:LFSW_chatterbox.gif|right|Chatterbox]] Here you can enter short messages to be read by other members viewing LFS World. It's public so keep it clean here. No offensive or adult material should be posted. == Additional LFS World services == === Online status icon === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] If you want to display your online status on webpages, or forums, by use of an 64*16 pixels icon, you can use the following url to achieve this : http://www.lfsworld.net/isonline.YOURLFSUSERNAMEHERE <br /> This works only for licensed LFS racers. === Pubstat === The Pubstat system allows you to retrieve raw racing statistics through a special webpage. You can then process your own statistics and / or those of others, and for example display them on your own webpage.<br /> Because this is quite an elaborate system, the complete explanation and manual can be found on our forum : http://www.lfsforum.net/showthread.php?t=14480 == Live for Speed SMS text message system == === The system === * can send SMS messages (known as alerts) to your mobile phone when certain events happen. * allows you to send messages to other LFS users, without needing to exchange phone numbers. === What events can send an alert? === You can set up the following types of alert : At http://www.lfsworld.net - click : Live Alert... SMS Alert # Send an alert when a specified LFS racer has been online for a while. # Send an alert when a particular hotlap world record is broken. # Send an alert when a new patch is released. === What about message sending? === You can send text messages to other people : It's a convenient way to send text messages, quicker and easier than typing on a mobile phone. At http://www.lfsworld.net - click : LFS Messages... Send SMS * You can send to any LFS racer who has entered their mobile phone number into the system. * Your own phone number is sent for reply only if you click the box to select that option. * You can also send to Demo Racers who have entered their mobile phone number. * You can also send to any mobile phone number that you type in manually. * Flat rate of £0.10 for all messages - local and international. === Privacy === We will NEVER give your phone number or any other personal information, to anyone unless for some reason we are required by law to give it to an authority. Of course, the exception is if you click the box "send my phone number as reply number" when you type in your message - then your number is included so the recipient can reply to your phone. === Cost === Each MESSAGE you send to someone, and each ALERT that you receive having set up an alert, costs you £0.10. We have given everyone 2 free messages, so you can try it out before deciding to pay for more. To get more than 2 messages, you can pre-pay a minimum of £3 at http://www.lfsworld.net : My LFSW Credit. Another way to send - from within LFS while online at a S1 / S2 host : If you are online and want to ask a friend to join, you can send a SMS from within LFS. It will include your user name and the name of the host you are on. To do this, you must type two commands starting with a slash. /w msg USERNAME (initiates sending an SMS to another LFS racer) /w txt MESSAGE (adds the text and sends it to the racer's mobile phone) === What to do === We recommend you try out the system using your free SMS messages. Feel free to enter your phone number even if you don't want to use the system for your own purposes, so other S2 racers can send you a message if they want to get hold of you when you aren't online. === Improvement suggestions === We are interested to hear about any other types of alert you would like to receive, or any other suggestions you may have for the SMS system: http://www.lfsforum.net/showthread.php?t=8095 <!-- 多言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] dafbd80d7498e50b666dc15d63f0bba89d583967 2057 2056 2017-02-14T15:07:18Z Skylinekakkoii 57 wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_S2.jpg|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース設定/車でのワールドレコードのリストをコースごとに見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' This tab is used to display hotlap comparisons between 2 racers. You cannot select hotlaps directly here - instead, use the Ranks or Details tabs for selection. == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] This window allows you to view, upload and delete your online car skins. These skins can then be automatically downloaded by other players when you play online on a server with them, so you don't have to distribute your skins manually anymore. == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] Provides a monthly (or all-time) top-50 player chart for most distance, laps, won races and finished races. Additionally to that, you can also find the overall track and car usage statistics in here. == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] Here you can search for LFS racers and / or registered LFS teams. This is also the place where you can setup additional personal settings (in the Profile tab), like your birthdate and avatar. '''Buddies''' can be maintained here as well. To add a racer to your buddy-list, enter it in the input-field and click the "Add racer" button. To remove a buddy, click its name in the buddy-list and a menu will appear, showing the option to remove the buddy. == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] This section allows a user to specify personal options such as timezone, units of measure, and privacy. == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFSWorld has some services that must be paid for, such as Premium Statistics and SMS Messaging. This page allows racers to put money in their LFSWorld account to pay for these services, as well as check the amount of money they have left on their account. == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert''' is a background process that will check at regular intervals to see if anyone in your buddy list is online in LFS. You can add racers to your buddy list by clicking on just about every racer name you see here on the LFS Desktop (a menu will appear), or you can manually add racers to your buddy list in the 'Your Profile' section of the LFS Racers database. Live Alert also checks if you have received new messages and it refreshes the chatterbox window if it's opened. == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] Here you can send messages to and receive messages from other LFS users, which is comparable to e-mail. If you have enough credit, you can even send an SMS message to another LFS player (if the player entered his/her mobile number at the SMS alert page). Sending to any phonenumber either an LFS user or not is also possible. == Chatterbox == [[image:LFSW_chatterbox.gif|right|Chatterbox]] Here you can enter short messages to be read by other members viewing LFS World. It's public so keep it clean here. No offensive or adult material should be posted. == Additional LFS World services == === Online status icon === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] If you want to display your online status on webpages, or forums, by use of an 64*16 pixels icon, you can use the following url to achieve this : http://www.lfsworld.net/isonline.YOURLFSUSERNAMEHERE <br /> This works only for licensed LFS racers. === Pubstat === The Pubstat system allows you to retrieve raw racing statistics through a special webpage. You can then process your own statistics and / or those of others, and for example display them on your own webpage.<br /> Because this is quite an elaborate system, the complete explanation and manual can be found on our forum : http://www.lfsforum.net/showthread.php?t=14480 == Live for Speed SMS text message system == === The system === * can send SMS messages (known as alerts) to your mobile phone when certain events happen. * allows you to send messages to other LFS users, without needing to exchange phone numbers. === What events can send an alert? === You can set up the following types of alert : At http://www.lfsworld.net - click : Live Alert... SMS Alert # Send an alert when a specified LFS racer has been online for a while. # Send an alert when a particular hotlap world record is broken. # Send an alert when a new patch is released. === What about message sending? === You can send text messages to other people : It's a convenient way to send text messages, quicker and easier than typing on a mobile phone. At http://www.lfsworld.net - click : LFS Messages... Send SMS * You can send to any LFS racer who has entered their mobile phone number into the system. * Your own phone number is sent for reply only if you click the box to select that option. * You can also send to Demo Racers who have entered their mobile phone number. * You can also send to any mobile phone number that you type in manually. * Flat rate of £0.10 for all messages - local and international. === Privacy === We will NEVER give your phone number or any other personal information, to anyone unless for some reason we are required by law to give it to an authority. Of course, the exception is if you click the box "send my phone number as reply number" when you type in your message - then your number is included so the recipient can reply to your phone. === Cost === Each MESSAGE you send to someone, and each ALERT that you receive having set up an alert, costs you £0.10. We have given everyone 2 free messages, so you can try it out before deciding to pay for more. To get more than 2 messages, you can pre-pay a minimum of £3 at http://www.lfsworld.net : My LFSW Credit. Another way to send - from within LFS while online at a S1 / S2 host : If you are online and want to ask a friend to join, you can send a SMS from within LFS. It will include your user name and the name of the host you are on. To do this, you must type two commands starting with a slash. /w msg USERNAME (initiates sending an SMS to another LFS racer) /w txt MESSAGE (adds the text and sends it to the racer's mobile phone) === What to do === We recommend you try out the system using your free SMS messages. Feel free to enter your phone number even if you don't want to use the system for your own purposes, so other S2 racers can send you a message if they want to get hold of you when you aren't online. === Improvement suggestions === We are interested to hear about any other types of alert you would like to receive, or any other suggestions you may have for the SMS system: http://www.lfsforum.net/showthread.php?t=8095 <!-- 多言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 1ab161457c62b877ecac8a590a8137a842a06b68 2058 2057 2017-02-15T15:49:24Z Skylinekakkoii 57 翻訳完了。SMSシステムが日本のアカウントに対してどうなっているかは現在フォーラムにて質問中です。 wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_S2.jpg|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース、コース設定、車のワールドレコードを見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' このタブでは2人のプレイヤーのホットラップを比較できます。ここからはホットラップを直接選択することはできません。'Ranks'か'Racer details'タブからホットラップを選択してください。 == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] このアイコンは、[https://www.lfs.net/account/skins 公式HPのスキンページ]へのリンクです。このページではスキンをアップロードしたり、アップロードしたスキンを見たり、削除したりすることができます。 スキンをアップロードすることで、同じホストにいるプレイヤーはそのスキンを自動的にダウンロードします。手動でスキンを配る必要はありません。 == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] 月別(または今まで)のトップ50プレイヤーのリストを提供します。 リストは、距離やラップ数、勝利レース数と完了したレース数の4つが表示されます。 また、ここでは今までの全てのプレイヤーのコース/車の使用統計を見ることができます。 == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] ここでは、LFSプレイヤーや、登録されたLFSチームを検索することができます。 また、'Your Profile'タブより、あなたのパーソナル設定の一部(誕生日やアバターなど)を変更することができます。 '''Buddies''' もここから管理できます。Buddyリストにプレイヤーを追加するには、プレイヤー名を検索ボックスに入力し、"Add racer"ボタンをクリックします。Buddyからプレイヤーを削除するには、プレイヤー名をクリックし、表示されるメニューの中の'Remove from the buddy list'をクリックしてください。 == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] ここでは、タイムゾーンの指定や、単位の表示方法、プライバシーの設定などのLFS Worldにおけるパーソナルオプションを変更できます。 == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFS Worldにはプレミアム統計サービスやSMSメッセージなどの有料サービスがあります。 このページではLFS Worldアカウントにクレジットをチャージしたり、チャージしたクレジット残高の確認をすることができます。 ''(訳注: 削除されたか、日本のアカウントには有効でない可能性があります。)'' == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert'''はBuddyリストの誰かがLFSにオンラインになったかをチェックするバックグラウンドプロセスです。 他のプレイヤーをBuddyリストに追加するには、プレイヤーの名前をクリックし、表示されるメニューをクリックしてください。 もしくは、'LFS Racers database' の 'Your profile'よりユーザーネームを入力し、追加して下さい。 また、Live Alertは新しいメッセージがあるかどうかをチェックし、'Chatterbox'ウィンドウが開いている場合、それを更新します。 == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] ここでは、他のLFSプレイヤーとメッセージの送受信ができます。 充分なクレジット残高がある場合、他のLFSプレイヤーにSMSメッセージを送ることができます。(そのプレイヤーがSMS Alertページで番号登録している場合のみ) 任意の電話番号にメッセージを送ることも可能です。 ''(訳注: 日本のアカウントには有効でない可能性があります。)'' == Chatterbox == [[image:LFSW_chatterbox.gif|right|Chatterbox]] ここでは、LFS Worldを閲覧している他のプレイヤーにショートメッセージを送ることができます。 誰でも見ることができるので、クリーンなメッセージを心掛けて下さい。攻撃的であったり、アダルト要素を含むものを送るべきではありません。 ''(訳注: 削除されたか、日本のアカウントには有効でない可能性があります。)'' == その他の LFS World サービス == === オンラインステータスアイコン === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] あなたのWebページやフォーラムにオンラインステータス(64x16ピクセルのアイコン)を表示する場合には、以下のようなURLが使えます: http://www.lfsworld.net/isonline.username (usernameをあなたのユーザーネームに置き換えてください) ライセンス登録したLFSユーザーのみがこの機能を使用することができます。 === Pubstat === Pubstatシステムを使用すると、生のレース統計データを取得することができます。自分や他のプレイヤーのデータを解析したり、あなたのWebページに表示させることができます。 これは非常に手の込んだ複雑システムですので、詳細やマニュアルは[http://www.lfsforum.net/showthread.php?t=14480 フォーラム(英語)]で確認してください。 == Live for Speed SMS テキストメッセージシステム == ''(訳注: 日本のアカウントには有効でない可能性があります。)'' === システム === * イベントが発生したときなどに、あなたのケータイへSMSメッセージ(アラート)を送ることができます。 * 電話番号を入力することなく、他のLFSプレイヤーにメッセージを送ることができます。(LFSのユーザーネームがあれば送信可能です。) === アラート === http://www.lfsworld.net の Live Alert -> SMS Alert にて、以下のようなアラートを設定することができます: # 特定のLFSプレイヤーがオンラインになったとき # 特定のホットラップワールドレコードが破られたとき # 新しいパッチがリリースされたとき === メッセージ === 他の人にメッセージを送ることができます。 ケータイで送るよりも速くて簡単で便利なシステムです。 http://www.lfsworld.net の Live Alert -> Send SMS にて送信できます。 * 電話番号を設定しているLFSプレイヤーに送信可能です。 * あなたの電話番号はオプションで返信番号として設定したときのみ送信されます。 * 電話番号を設定しているのであれば、Demoバージョンのプレイヤーにもメッセージを送ることができます。 * 電話番号を入力すれば、LFSプレイヤーでなくともメッセージを送信することができます。 * 全てのメッセージは国内外に関わらず、£0.10 の固定料金です。 === プライバシー === 法的権限のもとに要求されることのない限り、あなたの電話番号やその他個人情報を、他人に公開することはありません。 もちろん、メッセージ送信の際に、'send my phone number as reply number'を選択している際は例外です。 === 料金 === 全てのアラートやメッセージは £0.10 の料金が掛かります。 全てのプレイヤーは2回のフリーメッセージを送ることができるので、支払うかどうか決める前に試してみることができます。 3回以上のメッセージを送りたい場合には、http://www.lfsworld.net/ の My LFSW Credit より、最小 £3 からチャージしておくことができます。 他の使い方 - S1/S2/S3 ホストでオンラインのときにLFSから送信する方法: あなたがオンラインで、フレンドに参加するようリクエストする際に、LFSからSMSを送ることができます。<br /> このメッセージにはあなたのユーザーネームとあなたがオンラインのホストの名前を含みます。 これを行うには、以下のような2つのコマンドを入力する必要があります。 /w msg USERNAME (他のLFSプレイヤーへのSMSの送信を開始する) /w txt メッセージ (メッセージテキストを追加する) === 試用と登録 === フリーSMSメッセージを使って、このシステムを試してみることをお勧めします。 あなたに使用目的がなくても、他のS1/S2/S3プレイヤーがあなたがオフラインの際にもメッセージを送ることが出来るよう、是非あなたの電話番号を入力しておいて下さい! ''(訳注: 日本の番号でもフリーメッセージ機能を使って受信することはできました。)'' === 改善案 === 私たちは、「こんなアラートを受信したい!」などの要望や、その他SMSシステムについて便利なアイデアを募集しています! http://www.lfsforum.net/showthread.php?t=8095 (英語) <!-- 多言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 54298a6b4315f7ccfc3209c96b225be31831fa7b 2063 2058 2017-02-15T19:05:40Z Skylinekakkoii 57 Chatterboxは削除されているようです(確認済み) LFSW Creditは一時的に削除されているだけでした wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_S2.jpg|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース、コース設定、車のワールドレコードを見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' このタブでは2人のプレイヤーのホットラップを比較できます。ここからはホットラップを直接選択することはできません。'Ranks'か'Racer details'タブからホットラップを選択してください。 == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] このアイコンは、[https://www.lfs.net/account/skins 公式HPのスキンページ]へのリンクです。このページではスキンをアップロードしたり、アップロードしたスキンを見たり、削除したりすることができます。 スキンをアップロードすることで、同じホストにいるプレイヤーはそのスキンを自動的にダウンロードします。手動でスキンを配る必要はありません。 == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] 月別(または今まで)のトップ50プレイヤーのリストを提供します。 リストは、距離やラップ数、勝利レース数と完了したレース数の4つが表示されます。 また、ここでは今までの全てのプレイヤーのコース/車の使用統計を見ることができます。 == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] ここでは、LFSプレイヤーや、登録されたLFSチームを検索することができます。 また、'Your Profile'タブより、あなたのパーソナル設定の一部(誕生日やアバターなど)を変更することができます。 '''Buddies''' もここから管理できます。Buddyリストにプレイヤーを追加するには、プレイヤー名を検索ボックスに入力し、"Add racer"ボタンをクリックします。Buddyからプレイヤーを削除するには、プレイヤー名をクリックし、表示されるメニューの中の'Remove from the buddy list'をクリックしてください。 == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] ここでは、タイムゾーンの指定や、単位の表示方法、プライバシーの設定などのLFS Worldにおけるパーソナルオプションを変更できます。 == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFS Worldにはプレミアム統計サービスやSMSメッセージなどの有料サービスがあります。 このページではLFS Worldアカウントにクレジットをチャージしたり、チャージしたクレジット残高の確認をすることができます。 ''(訳注: 削除されたか、日本のアカウントには有効でない可能性があります。)'' == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert'''はBuddyリストの誰かがLFSにオンラインになったかをチェックするバックグラウンドプロセスです。 他のプレイヤーをBuddyリストに追加するには、プレイヤーの名前をクリックし、表示されるメニューをクリックしてください。 もしくは、'LFS Racers database' の 'Your profile'よりユーザーネームを入力し、追加して下さい。 また、Live Alertは新しいメッセージがあるかどうかをチェックします。 == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] ここでは、他のLFSプレイヤーとメッセージの送受信ができます。 充分なクレジット残高がある場合、他のLFSプレイヤーにSMSメッセージを送ることができます。(そのプレイヤーがSMS Alertページで番号登録している場合のみ) 任意の電話番号にメッセージを送ることも可能です。 == その他の LFS World サービス == === オンラインステータスアイコン === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] あなたのWebページやフォーラムにオンラインステータス(64x16ピクセルのアイコン)を表示する場合には、以下のようなURLが使えます: http://www.lfsworld.net/isonline.username (usernameをあなたのユーザーネームに置き換えてください) ライセンス登録したLFSユーザーのみがこの機能を使用することができます。 === Pubstat === Pubstatシステムを使用すると、生のレース統計データを取得することができます。自分や他のプレイヤーのデータを解析したり、あなたのWebページに表示させることができます。 これは非常に手の込んだ複雑システムですので、詳細やマニュアルは[http://www.lfsforum.net/showthread.php?t=14480 フォーラム(英語)]で確認してください。 == Live for Speed SMS テキストメッセージシステム == === システム === * イベントが発生したときなどに、あなたのケータイへSMSメッセージ(アラート)を送ることができます。 * 電話番号を入力することなく、他のLFSプレイヤーにメッセージを送ることができます。(LFSのユーザーネームがあれば送信可能です。) === アラート === http://www.lfsworld.net の Live Alert -> SMS Alert にて、以下のようなアラートを設定することができます: # 特定のLFSプレイヤーがオンラインになったとき # 特定のホットラップワールドレコードが破られたとき # 新しいパッチがリリースされたとき === メッセージ === 他の人にメッセージを送ることができます。 ケータイで送るよりも速くて簡単で便利なシステムです。 http://www.lfsworld.net の Live Alert -> Send SMS にて送信できます。 * 電話番号を設定しているLFSプレイヤーに送信可能です。 * あなたの電話番号はオプションで返信番号として設定したときのみ送信されます。 * 電話番号を設定しているのであれば、Demoバージョンのプレイヤーにもメッセージを送ることができます。 * 電話番号を入力すれば、LFSプレイヤーでなくともメッセージを送信することができます。 * 全てのメッセージは国内外に関わらず、£0.10 の固定料金です。 === プライバシー === 法的権限のもとに要求されることのない限り、あなたの電話番号やその他個人情報を、他人に公開することはありません。 もちろん、メッセージ送信の際に、'send my phone number as reply number'を選択している際は例外です。 === 料金 === 全てのアラートやメッセージは £0.10 の料金が掛かります。 全てのプレイヤーは2回のフリーメッセージを送ることができるので、支払うかどうか決める前に試してみることができます。 3回以上のメッセージを送りたい場合には、http://www.lfsworld.net/ の My LFSW Credit より、最小 £3 からチャージしておくことができます。 他の使い方 - S1/S2/S3 ホストでオンラインのときにLFSから送信する方法: あなたがオンラインで、フレンドに参加するようリクエストする際に、LFSからSMSを送ることができます。<br /> このメッセージにはあなたのユーザーネームとあなたがオンラインのホストの名前を含みます。 これを行うには、以下のような2つのコマンドを入力する必要があります。 /w msg USERNAME (他のLFSプレイヤーへのSMSの送信を開始する) /w txt メッセージ (メッセージテキストを追加する) === 試用と登録 === フリーSMSメッセージを使って、このシステムを試してみることをお勧めします。 あなたに使用目的がなくても、他のS1/S2/S3プレイヤーがあなたがオフラインの際にもメッセージを送ることが出来るよう、是非あなたの電話番号を入力しておいて下さい! '''メモ: 日本の番号を追加する際は国番号 +81 を使用します。''' === 改善案 === 私たちは、「こんなアラートを受信したい!」などの要望や、その他SMSシステムについて便利なアイデアを募集しています! http://www.lfsforum.net/showthread.php?t=8095 (英語) <!-- 多言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 33a4d4a7f6e95737c4c3cfef58b1fb4d0b10f4ad 2064 2063 2017-02-15T19:07:25Z Skylinekakkoii 57 /* My LFSW Credit */ wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_S2.jpg|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース、コース設定、車のワールドレコードを見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' このタブでは2人のプレイヤーのホットラップを比較できます。ここからはホットラップを直接選択することはできません。'Ranks'か'Racer details'タブからホットラップを選択してください。 == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] このアイコンは、[https://www.lfs.net/account/skins 公式HPのスキンページ]へのリンクです。このページではスキンをアップロードしたり、アップロードしたスキンを見たり、削除したりすることができます。 スキンをアップロードすることで、同じホストにいるプレイヤーはそのスキンを自動的にダウンロードします。手動でスキンを配る必要はありません。 == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] 月別(または今まで)のトップ50プレイヤーのリストを提供します。 リストは、距離やラップ数、勝利レース数と完了したレース数の4つが表示されます。 また、ここでは今までの全てのプレイヤーのコース/車の使用統計を見ることができます。 == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] ここでは、LFSプレイヤーや、登録されたLFSチームを検索することができます。 また、'Your Profile'タブより、あなたのパーソナル設定の一部(誕生日やアバターなど)を変更することができます。 '''Buddies''' もここから管理できます。Buddyリストにプレイヤーを追加するには、プレイヤー名を検索ボックスに入力し、"Add racer"ボタンをクリックします。Buddyからプレイヤーを削除するには、プレイヤー名をクリックし、表示されるメニューの中の'Remove from the buddy list'をクリックしてください。 == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] ここでは、タイムゾーンの指定や、単位の表示方法、プライバシーの設定などのLFS Worldにおけるパーソナルオプションを変更できます。 == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFS Worldにはプレミアム統計サービスやSMSメッセージなどの有料サービスがあります。 このページではLFS Worldアカウントにクレジットをチャージしたり、チャージしたクレジット残高の確認をすることができます。 == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert'''はBuddyリストの誰かがLFSにオンラインになったかをチェックするバックグラウンドプロセスです。 他のプレイヤーをBuddyリストに追加するには、プレイヤーの名前をクリックし、表示されるメニューをクリックしてください。 もしくは、'LFS Racers database' の 'Your profile'よりユーザーネームを入力し、追加して下さい。 また、Live Alertは新しいメッセージがあるかどうかをチェックします。 == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] ここでは、他のLFSプレイヤーとメッセージの送受信ができます。 充分なクレジット残高がある場合、他のLFSプレイヤーにSMSメッセージを送ることができます。(そのプレイヤーがSMS Alertページで番号登録している場合のみ) 任意の電話番号にメッセージを送ることも可能です。 == その他の LFS World サービス == === オンラインステータスアイコン === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] あなたのWebページやフォーラムにオンラインステータス(64x16ピクセルのアイコン)を表示する場合には、以下のようなURLが使えます: http://www.lfsworld.net/isonline.username (usernameをあなたのユーザーネームに置き換えてください) ライセンス登録したLFSユーザーのみがこの機能を使用することができます。 === Pubstat === Pubstatシステムを使用すると、生のレース統計データを取得することができます。自分や他のプレイヤーのデータを解析したり、あなたのWebページに表示させることができます。 これは非常に手の込んだ複雑システムですので、詳細やマニュアルは[http://www.lfsforum.net/showthread.php?t=14480 フォーラム(英語)]で確認してください。 == Live for Speed SMS テキストメッセージシステム == === システム === * イベントが発生したときなどに、あなたのケータイへSMSメッセージ(アラート)を送ることができます。 * 電話番号を入力することなく、他のLFSプレイヤーにメッセージを送ることができます。(LFSのユーザーネームがあれば送信可能です。) === アラート === http://www.lfsworld.net の Live Alert -> SMS Alert にて、以下のようなアラートを設定することができます: # 特定のLFSプレイヤーがオンラインになったとき # 特定のホットラップワールドレコードが破られたとき # 新しいパッチがリリースされたとき === メッセージ === 他の人にメッセージを送ることができます。 ケータイで送るよりも速くて簡単で便利なシステムです。 http://www.lfsworld.net の Live Alert -> Send SMS にて送信できます。 * 電話番号を設定しているLFSプレイヤーに送信可能です。 * あなたの電話番号はオプションで返信番号として設定したときのみ送信されます。 * 電話番号を設定しているのであれば、Demoバージョンのプレイヤーにもメッセージを送ることができます。 * 電話番号を入力すれば、LFSプレイヤーでなくともメッセージを送信することができます。 * 全てのメッセージは国内外に関わらず、£0.10 の固定料金です。 === プライバシー === 法的権限のもとに要求されることのない限り、あなたの電話番号やその他個人情報を、他人に公開することはありません。 もちろん、メッセージ送信の際に、'send my phone number as reply number'を選択している際は例外です。 === 料金 === 全てのアラートやメッセージは £0.10 の料金が掛かります。 全てのプレイヤーは2回のフリーメッセージを送ることができるので、支払うかどうか決める前に試してみることができます。 3回以上のメッセージを送りたい場合には、http://www.lfsworld.net/ の My LFSW Credit より、最小 £3 からチャージしておくことができます。 他の使い方 - S1/S2/S3 ホストでオンラインのときにLFSから送信する方法: あなたがオンラインで、フレンドに参加するようリクエストする際に、LFSからSMSを送ることができます。<br /> このメッセージにはあなたのユーザーネームとあなたがオンラインのホストの名前を含みます。 これを行うには、以下のような2つのコマンドを入力する必要があります。 /w msg USERNAME (他のLFSプレイヤーへのSMSの送信を開始する) /w txt メッセージ (メッセージテキストを追加する) === 試用と登録 === フリーSMSメッセージを使って、このシステムを試してみることをお勧めします。 あなたに使用目的がなくても、他のS1/S2/S3プレイヤーがあなたがオフラインの際にもメッセージを送ることが出来るよう、是非あなたの電話番号を入力しておいて下さい! '''メモ: 日本の番号を追加する際は国番号 +81 を使用します。''' === 改善案 === 私たちは、「こんなアラートを受信したい!」などの要望や、その他SMSシステムについて便利なアイデアを募集しています! http://www.lfsforum.net/showthread.php?t=8095 (英語) <!-- 多言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] ee8b41c4b0a3802c5b8757e7c65d8876a9117753 はじめに 0 1410 2059 2041 2017-02-15T16:52:22Z Skylinekakkoii 57 /* ようこそ */ wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 また、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 すでにLFSをプレイしているプレイヤーは、インストールやセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 『HE-TDUK』(使用中のスキンの名前)と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。 ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の「○○axes」のボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『Invert』をクリックして修正してください。 その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしても、後から変更できるので安心してください。 全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single play』を選んで『GO』をクリックします。 コースと車を選択すると、すぐに走り出すことができます! あなたが最初の数ラップで、サンドトラップに突っ込み動けない状態になったとき(最初これは誰にでも起こります)は、Escキーを押しましょう。 メニューが現れ、ガレージに戻ったり、ゲームを終了することができます。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 多言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] 22e8f62b3c3769ac52fecfe02ad03a3f7e507446 2060 2059 2017-02-15T16:59:28Z Skylinekakkoii 57 /* はじめかた */ wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 また、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 すでにLFSをプレイしているプレイヤーは、インストールやセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 「HE-TDUK」(使用中のスキンの名前) と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。 ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の「○○axes」のボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『Invert』をクリックして修正してください。 その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしても、後から変更できるので安心してください。 全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single play』を選んで『GO』をクリックします。 コースと車を選択すると、すぐに走り出すことができます! あなたが最初の数ラップで、サンドトラップに突っ込み動けない状態になったとき(最初これは誰にでも起こります)は、Escキーを押しましょう。 メニューが現れ、ガレージに戻ったり、ゲームを終了することができます。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 多言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] 93768544b96d0285d69903cfacf6c8141459bc9c 2061 2060 2017-02-15T17:04:46Z Skylinekakkoii 57 /* アンロック */ wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 また、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 すでにLFSをプレイしているプレイヤーは、インストールやセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 「HE-TDUK」(使用中のスキンの名前) と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。 ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の「○○axes」のボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『Invert』をクリックして修正してください。 その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしても、後から変更できるので安心してください。 全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single play』を選んで『GO』をクリックします。 コースと車を選択すると、すぐに走り出すことができます! あなたが最初の数ラップで、サンドトラップに突っ込み動けない状態になったとき(最初これは誰にでも起こります)は、Escキーを押しましょう。 メニューが現れ、ガレージに戻ったり、ゲームを終了することができます。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 有料ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 多言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] c3d3fa9dadebb5b4da2bdc1a9b003879d19ffba3 利用者:Skylinekakkoii 2 1477 2066 2039 2017-02-15T21:54:21Z Skylinekakkoii 57 wikitext text/x-wiki 最近、約10年間放置されていたここのWikiを編集し始めました。 日本語訳を希望されるページがあればそちらを優先的に編集しますので、[https://www.lfs.net/profile/655476 lfs.net] よりお気軽にご連絡下さい! また、現在lfs.jpを所有しており、こちらのWikiにリダイレクトするよう一時的に設定しています。 e3a3f5b85b5ceee34b0652fcdc88ce0960c9023b ゲームモード 0 1412 2067 2049 2017-02-16T03:14:32Z Skylinekakkoii 57 wikitext text/x-wiki == シングルプレイ == [[image:Singleplayer.jpg|thumb|シングルプレイモード]] Live for speedは、最高のオンラインレースを提供するために開発されていますが、シングルプレイモードもあります。マルチプレイをする前に、新しいコースを覚えたり、セットアップを作ったり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレース後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに追加することができます。 '''Join Race:''' あなた自身がレースに参加します。AIドライバーが最大人数の12人いると参加できません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。「-」をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレイヤーオプションオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' コースと天候を選択できます。 '''Laps:''' ラップ数を変更できます。右クリックで10ラップ単位で変更できます。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' 最高ラップ数は255Lapです。 === ロビー画面 === ロビー画面では、シングル/マルチプレイのレースをセットアップできます。 ここでは、車やコースの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカーカラーパネルが用意されています。 ここではカラー設定を追加/削除/編集できます。あなたのスキンやLFSが用意したスキンを選択できます。 独立したカラーアイコンをクリックするか、'New'ボタンをクリックすることで Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === コースの選択 === [[image:Trackselect.jpg|thumb|コースを選択する]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> e5317c082231ea85ab2d24cedad2582a887616ca 2080 2067 2017-02-17T14:10:08Z Skylinekakkoii 57 ケータイからの編集で消えてしまいました wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[Cars:Unclassified#UF_1000|UF1]] !! [[Cars:Unclassified#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[Cars:FR#XFG|XFG]] !! [[Cars:FR#XFG|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[Cars:FR#XR_GT|XRG]] !! [[Cars:FR#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:Unclassified#LX4|LX4]] !! [[Cars:Unclassified#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#MRT5|MRT]] !! [[Cars:Single-Seaters#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_XR|FOX]] !! [[Cars:Single-Seaters#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_BMW|FBM]] !! [[Cars:Single-Seaters#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_V8|FO8]] !! [[Cars:Single-Seaters#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#BMW_Sauber_F1|BF1]] !! [[Cars:Single-Seaters#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Tracks:Blackwood|BL]] !! [[Tracks:Blackwood|Blackwood]] |[[Tracks:Blackwood#GP_Track|GP]], [[Tracks:Blackwood#Historic|Historic]], [[Tracks:Blackwood#Rallycross|Rallycross]], [[Tracks:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[Tracks:Autocross|AU]] !! [[Tracks:Autocross|Autocross]] |[[Tracks:Autocross#Autocross|Autocross]], [[Tracks:Autocross#Skid_Pad|Skid Pad]], [[Tracks:Autocross#Drag_Strip|Drag Strip]], [[Tracks:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Tracks:Rockingham|RO]] !! [[Tracks:Rockingham|Rockingham]] |[[Tracks:Rockingham#ISSC|ISSC]], [[Tracks:Rockingham#National|National]], [[Tracks:Rockingham#Oval|Oval]], [[Tracks:Rockingham#ISSC_Long|ISSC Long]], [[Tracks:Rockingham#Lake|Lake]], [[Tracks:Rockingham#Handling|Handling]], [[Tracks:Rockingham#International|International]], [[Tracks:Rockingham#Historic|Historic]], [[Tracks:Rockingham#Historic_Short|Historic Short]], [[Tracks:Rockingham#International_Long|International Long]], [[Tracks:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレーヤー == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedな最高のオンラインレースを提供するために開発されましたが、シングルプレイヤーモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIはレースの1時間後に5秒以上速くなるかもしれません。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。『-』をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。<br> INFO: ラップの最高は255Lapです。<br> === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。<br> ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|Your car in the Garage]] Next we have the main screen you probably will deal with in LFS, this is the garage area, it is here you select your car type, create, add and delete setups and modify all kinds of stuff. Most of these buttons are very easy to figure out and largely self-explanatory, starting from top left we see the car colours panel. The car colours panel allows you to add, delete and modify the colour schemes of your own prepared skins and some LFS supplied skins. Clicking on the individual colour icon, or using the new button to add a new named skin to the list, from a pop up selection of named skins in the LFS/skins folder. Under the colour panel is the driverand force panel, this allows you to turn on force lines to show the level of force on the car and add a driver and rotate and bounce the car. Have a play around with it and see the difference stiffer suspension, driver weight, has etc. The vertical row of buttons (right) contain your car setups for the pictured car type, to change car selection you select the car button. The new button will allow you to make a copy of the currently selected setup, (you then make changes to the new one preserving the original) delete removes the selected setup from the list and LFS. The most important part on this screen is the horizontal row of car setup buttons, as the naming suggests you can alter the settings of many components here. Info is the only one that cannot be changed, it merely provides info about each car in terms of specifications regarding weight, power output etc. This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. Using the sliders you may also right-click on any slider to directly type in the value or you can copy and paste values with Strg-right-click and Shift-right-click respectively. Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === トラックの選択 === [[image:Trackselect.jpg|thumb|Choose your track]] 天候はBRIGHT CLEAR - OVERCAST - CLOUDY SUNSET/DUSKから選択できます。 LFSはまだ発展途上です。 実際の気象状況、雨、ひょう、霧、ナイトレースはまだ実現されていません。<br> <br> <br> <br> <br> == ホットラッピング == [[image:Hotlapping.jpg|thumb|Hotlapping]] hot lappingモードでは、オンラインすることなく世界で最速のドライバーと競うことができます。<br> このモードで出したタイムのリプレイをhttp://www.lfsworld.net にアップロードすると、ワールドレコードと比較できます。 あなたのタイムが世界中でどれくらいのレベルか確認できます。 <br> このモードのトラックはベストタイムを出すのに最高の環境です。しかし、HLVC(HotLap Validity Check)機能が働いているので、ショートカット、コースオフ、接触などがあるとタイムが無効になります。 画面の右上でベストラップ、区間タイム、HLVCなどを確認できます。 <br> リプレイデータは"data\spr"フォルダにセーブされます。<br> 「1」キーを押すと自動で名前を付けてセーブします。(アカウントネーム_track_car_time.spr)例:Taro_AS1_UF1_10883.spr<br> 「2」キーを押すと好きな名前でセーブします。<br> <br> アップロードするには、「LFS World」のホームページで「S2 Hotlaps」→「Hotlap Charts」へ行ってください。オンラインゲーム中からもhotlapデータベースにアクセスすることができます。『ゲーム中のLFS World statistics コマンド』を見てください。<br> メモ)LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。これは、世界の最高のドライバーのラップを研究して、あなた自身のラップタイムを改善する完全な方法です。 == リプレイ == [[image:Replays.jpg|thumb|Replays]] LFSの大きな特徴のうちの1つは、各レースのリプレイを記録する能力です。 Single Player レース(SPR)またはMultiplayerレース(MPR、LANまたはオンライン)で リプレイ中、カメラを使ってさまざまな角度から見ることができ、早送り・ポーズなどができます。 キーボードの「1」キーを押すと、セーブしすぐにリプレイを再生します。 「シングルプレイヤー」のリプレイ中、Escキーを押すとメニューが表示されます。: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' 「Analyse For Speed」、「F1PerfView」など外部プログラムで使用する.RAF(Repay Analyser File)を作成します。 [http://www.ctd-racing.com/AFS/Analyse For Speed]または、[http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView]で入手可能です。 '''Test drive:''' 他の人のリプレイファイルを使用して、テストドライブすることができます。たとえばワールドレコードのリプレイを使って同じセッティングで走ることができますが、コントローラの設定を同じにしなくてはなりません。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] d7fba31c4719cab630c6f3922130183be5dfc204 2081 2080 2017-02-17T17:01:17Z Skylinekakkoii 57 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[Cars:Unclassified#UF_1000|UF1]] !! [[Cars:Unclassified#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[Cars:FR#XFG|XFG]] !! [[Cars:FR#XFG|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[Cars:FR#XR_GT|XRG]] !! [[Cars:FR#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:Unclassified#LX4|LX4]] !! [[Cars:Unclassified#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#MRT5|MRT]] !! [[Cars:Single-Seaters#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_XR|FOX]] !! [[Cars:Single-Seaters#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_BMW|FBM]] !! [[Cars:Single-Seaters#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[Cars:Single-Seaters#Formula_V8|FO8]] !! [[Cars:Single-Seaters#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[Cars:Single-Seaters#BMW_Sauber_F1|BF1]] !! [[Cars:Single-Seaters#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Tracks:Blackwood|BL]] !! [[Tracks:Blackwood|Blackwood]] |[[Tracks:Blackwood#GP_Track|GP]], [[Tracks:Blackwood#Historic|Historic]], [[Tracks:Blackwood#Rallycross|Rallycross]], [[Tracks:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[Tracks:Autocross|AU]] !! [[Tracks:Autocross|Autocross]] |[[Tracks:Autocross#Autocross|Autocross]], [[Tracks:Autocross#Skid_Pad|Skid Pad]], [[Tracks:Autocross#Drag_Strip|Drag Strip]], [[Tracks:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Tracks:Rockingham|RO]] !! [[Tracks:Rockingham|Rockingham]] |[[Tracks:Rockingham#ISSC|ISSC]], [[Tracks:Rockingham#National|National]], [[Tracks:Rockingham#Oval|Oval]], [[Tracks:Rockingham#ISSC_Long|ISSC Long]], [[Tracks:Rockingham#Lake|Lake]], [[Tracks:Rockingham#Handling|Handling]], [[Tracks:Rockingham#International|International]], [[Tracks:Rockingham#Historic|Historic]], [[Tracks:Rockingham#Historic_Short|Historic Short]], [[Tracks:Rockingham#International_Long|International Long]], [[Tracks:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。 ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] Next we will cover the last button; the track selection button, pretty important as we need a safe place to race our cars, hey? You will see a small map showing the selected track from an overhead view and details on the overall length of that track. There are seven major track areas for racing, the sevenths area Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[キーコンフィグ#LFS_World_コマンド]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、保存後すぐに再生が始まってしまいますが、マルチプレイなどで再生できない場合は'2'キーを押すことをお勧めします。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[キーコンフィグ#リプレイ操作]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 820f395ae78b376aca2cc3197f08bc3ed9c018f9 メインページ 0 1 2068 2050 2017-02-16T15:58:51Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キーコンフィグ]] #[[車種]] #[[トラック]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 6a5d27a2f1f20f86b9d20373889ae3a1e90a81db 2084 2068 2017-02-17T17:04:50Z Skylinekakkoii 57 /* 目次 */ トラック -> コース wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キーコンフィグ]] #[[車種]] #[[コース]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 2d080ce4279a05af2c012d7edb155c67c41ecfbd 2100 2084 2017-02-17T17:39:08Z Skylinekakkoii 57 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[雑記]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] f4db6d89246576e4ffec0f2de004fd9480bcc6b7 サーキット 0 1415 2082 1978 2017-02-17T17:02:58Z Skylinekakkoii 57 Skylinekakkoii がページ「[[トラック]]」を「[[コース]]」に移動しました: わかりやすくまとめるため wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 Tracks == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#000;" |'''S1 tracks''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Track ! style="border: 1px solid #000000;" | Circuit ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Length ! style="border: 1px solid #000000;" | Grid Size |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.307 km (2.055 mi)||32 |- |Rallycross||BL2||1.839 km (1.143mi)||24 |- |Car Park||BL3||N/A||16 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||30 |- |Town Course||SO5||3.146 km (1.955 mi)||30 |- |Chicane Route||SO6||2.917 km (1.813 mi)||30 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - Located in the English countryside, the Blackwood circuit, characterized by a long back straight, is the environment available in the demo. It contains one road and one rallycross configuration, plus reverse for each, and a rectangular parking lot for autocross. *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. It contains six road configurations, plus reverse. *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 6.6 km (4.1 mi). *'''Test Area''' - A group of non-circuit environments that include: **'''Autocross''' - A large, flat, L-shaped parking lot with placeable marker objects for custom track layouts **'''Skid Pad''' - A circular pad for testing a car's cornering ability **'''Drag Strip''' - A 400m, eight-lane drag racing strip == S2 Tracks == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 tracks''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Track ! style="border: 1px solid #000000;" | Circuit ! style="border: 1px solid #000000;" | Abbrev ! style="border: 1px solid #000000;" | Length ! style="border: 1px solid #000000;" | Grid Size |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" | [[Tracks:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||International||WE1||5.180 km (3.219 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[Tracks:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The sweeping Westhill circuit, situated in a farming area, provides fast and wide turns. It contains one road configuration so far, plus reverse. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 8.8 km (5.5 mi). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. 51260e0abf53e7ff0fd3dea5abd38c78bfc76ff7 2097 2082 2017-02-17T17:36:54Z Skylinekakkoii 57 S3追加 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 コース == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.297 km (2.048 mi)||40 |- |Historic||BL2||3.294 km (2.2047 mi)||40 |- |Rallycross||BL3||1.838 km (1.142 mi)||40 |- |Car Park||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||32 |- |Town Course||SO5||3.146 km (1.955 mi)||32 |- |Chicane Route||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - Located in the English countryside, the Blackwood circuit, characterized by a long back straight, is the environment available in the demo. It contains two road and one rallycross configuration, plus reverse for each, and a rectangular parking lot for autocross. For licensed racers, an industrial estate area is accessible through the open configuration. *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. It contains six road configurations, plus reverse. *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 6.6 km (4.1 mi). *'''Test Area''' - A group of non-circuit environments that include: **'''Autocross''' - A large, flat, L-shaped parking lot with placeable marker objects for custom track layouts **'''Skid Pad''' - A circular pad for testing a car's cornering ability **'''Drag Strip''' - A 400m, eight-lane drag racing strip == S2 コース == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[Tracks:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[Tracks:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The board of the Westhill Circuit has invested heavily in creating a state of the art environment for racers of any type. The main tracks provide fast and wide turns, spiced up with interesting chicanes and the widest, most beautiful finish straight in S2 with a blind first corner. Recently two karting tracks have been constructed – one small, one large - providing a challenge for even the fittest of racers. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 8.8 km (5.5 mi). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. == S3 コース == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[Tracks:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |ISSC||RO1||3.097 km (1.924 mi)||40 |- |National||RO2||2.697 km (1.676 mi)||40 |- |Oval||RO3||2.363 km (1.468 mi)||40 |- |ISSC Long||RO4||3.253 km (2.021 mi)||40 |- |Lake||RO5||1.046 km (0.650 mi)||40 |- |Handling||RO6||1.559 km (0.969 mi)||40 |- |International||RO7||3.874 km (2.407 mi)||40 |- |Historic||RO8||3.565 km (2.215 mi)||40 |- |Historic Short||RO9||2.197 km (1.365 mi)||40 |- |International Long||RO10||4.056 km (2.521 mi)||40 |- |Sportscar||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - Europe's fastest racing circuit located at the heart of England, recreated with laser precision. Rockingham is an oval track with many infield configurations. {{コース}} <!-- カテゴリ --> [[Category:コース]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 26ba12dc8dcfa1be2cc7b61dd4add27ab1238758 2098 2097 2017-02-17T17:38:48Z Skylinekakkoii 57 Skylinekakkoii がページ「[[コース]]」を「[[サーキット]]」に移動しました: 統一性確保のため wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 コース == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.297 km (2.048 mi)||40 |- |Historic||BL2||3.294 km (2.2047 mi)||40 |- |Rallycross||BL3||1.838 km (1.142 mi)||40 |- |Car Park||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||32 |- |Town Course||SO5||3.146 km (1.955 mi)||32 |- |Chicane Route||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - Located in the English countryside, the Blackwood circuit, characterized by a long back straight, is the environment available in the demo. It contains two road and one rallycross configuration, plus reverse for each, and a rectangular parking lot for autocross. For licensed racers, an industrial estate area is accessible through the open configuration. *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. It contains six road configurations, plus reverse. *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 6.6 km (4.1 mi). *'''Test Area''' - A group of non-circuit environments that include: **'''Autocross''' - A large, flat, L-shaped parking lot with placeable marker objects for custom track layouts **'''Skid Pad''' - A circular pad for testing a car's cornering ability **'''Drag Strip''' - A 400m, eight-lane drag racing strip == S2 コース == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[Tracks:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[Tracks:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The board of the Westhill Circuit has invested heavily in creating a state of the art environment for racers of any type. The main tracks provide fast and wide turns, spiced up with interesting chicanes and the widest, most beautiful finish straight in S2 with a blind first corner. Recently two karting tracks have been constructed – one small, one large - providing a challenge for even the fittest of racers. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 8.8 km (5.5 mi). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. == S3 コース == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[Tracks:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |ISSC||RO1||3.097 km (1.924 mi)||40 |- |National||RO2||2.697 km (1.676 mi)||40 |- |Oval||RO3||2.363 km (1.468 mi)||40 |- |ISSC Long||RO4||3.253 km (2.021 mi)||40 |- |Lake||RO5||1.046 km (0.650 mi)||40 |- |Handling||RO6||1.559 km (0.969 mi)||40 |- |International||RO7||3.874 km (2.407 mi)||40 |- |Historic||RO8||3.565 km (2.215 mi)||40 |- |Historic Short||RO9||2.197 km (1.365 mi)||40 |- |International Long||RO10||4.056 km (2.521 mi)||40 |- |Sportscar||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - Europe's fastest racing circuit located at the heart of England, recreated with laser precision. Rockingham is an oval track with many infield configurations. {{コース}} <!-- カテゴリ --> [[Category:コース]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 26ba12dc8dcfa1be2cc7b61dd4add27ab1238758 トラック 0 1480 2083 2017-02-17T17:02:58Z Skylinekakkoii 57 Skylinekakkoii がページ「[[トラック]]」を「[[コース]]」に移動しました: わかりやすくまとめるため wikitext text/x-wiki #転送 [[コース]] a4c3484d3cc97347e10a513df70772ed88fbb3ae テンプレート:サーキット 10 1481 2085 2017-02-17T17:16:25Z Skylinekakkoii 57 カテゴリ作成 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのコース一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:Tracks|v]]</div></div> |- ! style="background-color: #0062C6; color: #000;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[Tracks:Blackwood|Blackwood]] * [[Tracks:South City|South City]] * [[Tracks:Fern Bay|Fern Bay]] * [[Tracks:Autocross|Autocross]] | style="vertical-align: top;" | * [[Tracks:Kyoto Ring|Kyoto Ring]] * [[Tracks:Westhill|Westhill]] * [[Tracks:Aston|Aston]] | style="vertical-align: top;" | * [[Tracks:Rockingham|Rockingham]] |}<noinclude> [[Category:Navbox templates]]</noinclude> 4235f9b7f12925314f902a0cb84a934c568de614 2086 2085 2017-02-17T17:17:06Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのコース一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:Tracks|v]]</div></div> |- ! style="background-color: #0062C6; color: #000;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[Tracks:Blackwood|Blackwood]] * [[Tracks:South City|South City]] * [[Tracks:Fern Bay|Fern Bay]] * [[Tracks:Autocross|Autocross]] | style="vertical-align: top;" | * [[Tracks:Kyoto Ring|Kyoto Ring]] * [[Tracks:Westhill|Westhill]] * [[Tracks:Aston|Aston]] | style="vertical-align: top;" | * [[Tracks:Rockingham|Rockingham]] |} bf0bf761db4b13a275e7b24db7c793ae0a117f53 2088 2086 2017-02-17T17:21:15Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのコース一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:Tracks|v]]</div></div> |- ! style="background-color: #0062C6; color: #000;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[Tracks:Blackwood|Blackwood]] * [[Tracks:South City|South City]] * [[Tracks:Fern Bay|Fern Bay]] * [[Tracks:Autocross|Autocross]] | style="vertical-align: top;" | * [[Tracks:Kyoto Ring|Kyoto Ring]] * [[Tracks:Westhill|Westhill]] * [[Tracks:Aston|Aston]] | style="vertical-align: top;" | * [[Tracks:Rockingham|Rockingham]] |}<noinclude> [[Category:ナビボックステンプレート]]</noinclude> b121eb6fa562865e214a1603daeef2a8fd8dce8a 2091 2088 2017-02-17T17:22:53Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのコース一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:Tracks|v]]</div></div> |- ! style="background-color: #0062C6; color: #000;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[Tracks:Blackwood|Blackwood]] * [[Tracks:South City|South City]] * [[Tracks:Fern Bay|Fern Bay]] * [[Tracks:Autocross|Autocross]] | style="vertical-align: top;" | * [[Tracks:Kyoto Ring|Kyoto Ring]] * [[Tracks:Westhill|Westhill]] * [[Tracks:Aston|Aston]] | style="vertical-align: top;" | * [[Tracks:Rockingham|Rockingham]] |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> bb94246557ce400bcfad89c48dc73adb335f08ec 2093 2091 2017-02-17T17:29:05Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのコース一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:コース|v]]</div></div> |- ! style="background-color: #0062C6; color: #000;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[Tracks:Blackwood|Blackwood]] * [[Tracks:South City|South City]] * [[Tracks:Fern Bay|Fern Bay]] * [[Tracks:Autocross|Autocross]] | style="vertical-align: top;" | * [[Tracks:Kyoto Ring|Kyoto Ring]] * [[Tracks:Westhill|Westhill]] * [[Tracks:Aston|Aston]] | style="vertical-align: top;" | * [[Tracks:Rockingham|Rockingham]] |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> cfbd1d51af6f200471caec4eb3d0d15332501130 2101 2093 2017-02-17T17:41:42Z Skylinekakkoii 57 Skylinekakkoii がページ「[[テンプレート:コース]]」を「[[テンプレート:サーキット]]」に移動しました: 統一性確保のため wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのコース一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:コース|v]]</div></div> |- ! style="background-color: #0062C6; color: #000;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[Tracks:Blackwood|Blackwood]] * [[Tracks:South City|South City]] * [[Tracks:Fern Bay|Fern Bay]] * [[Tracks:Autocross|Autocross]] | style="vertical-align: top;" | * [[Tracks:Kyoto Ring|Kyoto Ring]] * [[Tracks:Westhill|Westhill]] * [[Tracks:Aston|Aston]] | style="vertical-align: top;" | * [[Tracks:Rockingham|Rockingham]] |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> cfbd1d51af6f200471caec4eb3d0d15332501130 カテゴリ:ナビボックステンプレート 14 1482 2087 2017-02-17T17:20:27Z Skylinekakkoii 57 英版にならって作成。 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 テンプレート:ガイド 10 1458 2089 1886 2017-02-17T17:21:55Z Skylinekakkoii 57 Skylinekakkoii がページ「[[テンプレート:Guides]]」を「[[テンプレート:ガイド]]」に移動しました: 日本語化 wikitext text/x-wiki <br clear="all"/> {| width="600" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[ガイド|Live for Speed ガイドとチュートリアル]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:Guides|v]]</div></div> |- | style="vertical-align: top;" align="center" | <small>[[基本セットアップ・ガイド]] | [[応用セットアップ・ガイド]] | [[テクニカル・リファレンス]] | [[スキン作成 チュートリアル]] | [[Autocross]] | [[ムービー作成 チュートリアル]] | [[3Dレンダリング チュートリアル]] | [[スクリプト作成]] | [[Host チュートリアル]] | [[InSim チュートリアル]] | [[ファイル・フォーマット]]</small> |} f23f2da6cbfcc5e5b309aae03702070bc0f65bcc 2092 2089 2017-02-17T17:23:33Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| width="600" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[ガイド|Live for Speed ガイドとチュートリアル]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:Guides|v]]</div></div> |- | style="vertical-align: top;" align="center" | <small>[[基本セットアップ・ガイド]] | [[応用セットアップ・ガイド]] | [[テクニカル・リファレンス]] | [[スキン作成 チュートリアル]] | [[オートクロス]] | [[ムービー作成 チュートリアル]] | [[3Dレンダリング チュートリアル]] | [[スクリプト作成]] | [[Host チュートリアル]] | [[InSim チュートリアル]] | [[ファイル・フォーマット]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> e620be0252cc795243b99b929dd628d30b70ea4e 2094 2092 2017-02-17T17:29:50Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| width="600" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[ガイド|Live for Speed ガイドとチュートリアル]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:ガイド|v]]</div></div> |- | style="vertical-align: top;" align="center" | <small>[[基本セットアップ・ガイド]] | [[応用セットアップ・ガイド]] | [[テクニカル・リファレンス]] | [[スキン作成 チュートリアル]] | [[オートクロス]] | [[ムービー作成 チュートリアル]] | [[3Dレンダリング チュートリアル]] | [[スクリプト作成]] | [[Host チュートリアル]] | [[InSim チュートリアル]] | [[ファイル・フォーマット]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> 7dd07c486b12238d4bdc51d66d341cbe5f8624b3 テンプレート:Guides 10 1483 2090 2017-02-17T17:21:55Z Skylinekakkoii 57 Skylinekakkoii がページ「[[テンプレート:Guides]]」を「[[テンプレート:ガイド]]」に移動しました: 日本語化 wikitext text/x-wiki #転送 [[テンプレート:ガイド]] a593849caa28668842e05c3aaec30e7f19c3b77b ガイド 0 1459 2095 1887 2017-02-17T17:30:31Z Skylinekakkoii 57 wikitext text/x-wiki このページから、Live for Speedを使う上での各ガイドとチュートリアルへアクセスできます。 {{ガイド}} <!-- links to other languages --> [[de:Anleitungen]] [[en:Guides]] 80bea36f4b0698465255d12cafa5bc1d2d05ec6e 2096 2095 2017-02-17T17:31:36Z Skylinekakkoii 57 言語追加 wikitext text/x-wiki このページから、Live for Speedを使う上での各ガイドとチュートリアルへアクセスできます。 {{ガイド}} <!-- 多言語へのリンク --> [[de:Anleitungen]] [[en:Guides]] [[hu:Útmutatók]] 9a8fd6475e0c8a05f4be3206e28da6cc492d2a71 コース 0 1484 2099 2017-02-17T17:38:48Z Skylinekakkoii 57 Skylinekakkoii がページ「[[コース]]」を「[[サーキット]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[サーキット]] 7ac568710469d7b5af9c848258448635808f27bb テンプレート:コース 10 1485 2102 2017-02-17T17:41:42Z Skylinekakkoii 57 Skylinekakkoii がページ「[[テンプレート:コース]]」を「[[テンプレート:サーキット]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[テンプレート:サーキット]] ce6a8008975b6a31dafe4875a7a9984a176f37a9 サーキット 0 1415 2103 2098 2017-02-17T17:41:52Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.297 km (2.048 mi)||40 |- |Historic||BL2||3.294 km (2.2047 mi)||40 |- |Rallycross||BL3||1.838 km (1.142 mi)||40 |- |Car Park||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||32 |- |Town Course||SO5||3.146 km (1.955 mi)||32 |- |Chicane Route||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Tracks:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Tracks:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - Located in the English countryside, the Blackwood circuit, characterized by a long back straight, is the environment available in the demo. It contains two road and one rallycross configuration, plus reverse for each, and a rectangular parking lot for autocross. For licensed racers, an industrial estate area is accessible through the open configuration. *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. It contains six road configurations, plus reverse. *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 6.6 km (4.1 mi). *'''Test Area''' - A group of non-circuit environments that include: **'''Autocross''' - A large, flat, L-shaped parking lot with placeable marker objects for custom track layouts **'''Skid Pad''' - A circular pad for testing a car's cornering ability **'''Drag Strip''' - A 400m, eight-lane drag racing strip == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Tracks:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[Tracks:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[Tracks:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The board of the Westhill Circuit has invested heavily in creating a state of the art environment for racers of any type. The main tracks provide fast and wide turns, spiced up with interesting chicanes and the widest, most beautiful finish straight in S2 with a blind first corner. Recently two karting tracks have been constructed – one small, one large - providing a challenge for even the fittest of racers. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 8.8 km (5.5 mi). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[Tracks:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |ISSC||RO1||3.097 km (1.924 mi)||40 |- |National||RO2||2.697 km (1.676 mi)||40 |- |Oval||RO3||2.363 km (1.468 mi)||40 |- |ISSC Long||RO4||3.253 km (2.021 mi)||40 |- |Lake||RO5||1.046 km (0.650 mi)||40 |- |Handling||RO6||1.559 km (0.969 mi)||40 |- |International||RO7||3.874 km (2.407 mi)||40 |- |Historic||RO8||3.565 km (2.215 mi)||40 |- |Historic Short||RO9||2.197 km (1.365 mi)||40 |- |International Long||RO10||4.056 km (2.521 mi)||40 |- |Sportscar||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - Europe's fastest racing circuit located at the heart of England, recreated with laser precision. Rockingham is an oval track with many infield configurations. {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 7925795db93151f21825b0fe9ab6a19442f9b8d2 2130 2103 2017-02-17T23:31:16Z Skylinekakkoii 57 リンク先変更 一部翻訳 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.297 km (2.048 mi)||40 |- |Historic||BL2||3.294 km (2.2047 mi)||40 |- |Rallycross||BL3||1.838 km (1.142 mi)||40 |- |Car Park||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||32 |- |Town Course||SO5||3.146 km (1.955 mi)||32 |- |Chicane Route||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. 6つの設定と逆走設定があります。 *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 6.6 km (4.1 mi). *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The board of the Westhill Circuit has invested heavily in creating a state of the art environment for racers of any type. The main tracks provide fast and wide turns, spiced up with interesting chicanes and the widest, most beautiful finish straight in S2 with a blind first corner. Recently two karting tracks have been constructed – one small, one large - providing a challenge for even the fittest of racers. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 8.8 km (5.5 mi). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |ISSC||RO1||3.097 km (1.924 mi)||40 |- |National||RO2||2.697 km (1.676 mi)||40 |- |Oval||RO3||2.363 km (1.468 mi)||40 |- |ISSC Long||RO4||3.253 km (2.021 mi)||40 |- |Lake||RO5||1.046 km (0.650 mi)||40 |- |Handling||RO6||1.559 km (0.969 mi)||40 |- |International||RO7||3.874 km (2.407 mi)||40 |- |Historic||RO8||3.565 km (2.215 mi)||40 |- |Historic Short||RO9||2.197 km (1.365 mi)||40 |- |International Long||RO10||4.056 km (2.521 mi)||40 |- |Sportscar||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] cc78e5e77aa19a94aed2d2501a78dad3629548e8 2144 2130 2017-02-18T00:29:10Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.297 km (2.048 mi)||40 |- |Historic||BL2||3.294 km (2.2047 mi)||40 |- |Rallycross||BL3||1.838 km (1.142 mi)||40 |- |Car Park||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||32 |- |Town Course||SO5||3.146 km (1.955 mi)||32 |- |Chicane Route||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - Mimicking a city environment, the South City track is distinguished by tight turns and Armcos, and is the most popular S1 track. 6つの設定と逆走設定があります。 *'''Fern Bay''' - The Fern Bay circuit is situated on the Jamaican coast and is a tight and twisty track. It has four road and two rallycross configurations, plus reverse, including the longest S1 road configuation at 6.6 km (4.1 mi). *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - In this Japanese environment, the atmosphere is set by the tri-oval, the "ring", which links together all configurations. It has one oval and two road configurations, plus reverse. *'''Westhill''' - The board of the Westhill Circuit has invested heavily in creating a state of the art environment for racers of any type. The main tracks provide fast and wide turns, spiced up with interesting chicanes and the widest, most beautiful finish straight in S2 with a blind first corner. Recently two karting tracks have been constructed – one small, one large - providing a challenge for even the fittest of racers. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 8.8 km (5.5 mi). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |ISSC||RO1||3.097 km (1.924 mi)||40 |- |National||RO2||2.697 km (1.676 mi)||40 |- |Oval||RO3||2.363 km (1.468 mi)||40 |- |ISSC Long||RO4||3.253 km (2.021 mi)||40 |- |Lake||RO5||1.046 km (0.650 mi)||40 |- |Handling||RO6||1.559 km (0.969 mi)||40 |- |International||RO7||3.874 km (2.407 mi)||40 |- |Historic||RO8||3.565 km (2.215 mi)||40 |- |Historic Short||RO9||2.197 km (1.365 mi)||40 |- |International Long||RO10||4.056 km (2.521 mi)||40 |- |Sportscar||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 51dba95feabad4dd20b751faf2051a4ed97a0dc9 テンプレート:サーキット 10 1481 2104 2101 2017-02-17T17:42:16Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのサーキット一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:コース|v]]</div></div> |- ! style="background-color: #0062C6; color: #000;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[Tracks:Blackwood|Blackwood]] * [[Tracks:South City|South City]] * [[Tracks:Fern Bay|Fern Bay]] * [[Tracks:Autocross|Autocross]] | style="vertical-align: top;" | * [[Tracks:Kyoto Ring|Kyoto Ring]] * [[Tracks:Westhill|Westhill]] * [[Tracks:Aston|Aston]] | style="vertical-align: top;" | * [[Tracks:Rockingham|Rockingham]] |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> 5371f4788b411f19af0c8a8b95ad254e957f29d5 2129 2104 2017-02-17T23:14:29Z Skylinekakkoii 57 リンク先変更 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのサーキット一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:コース|v]]</div></div> |- ! style="background-color: #0062C6; color: #000;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[サーキット:Blackwood|Blackwood]] * [[サーキット:South City|South City]] * [[サーキット:Fern Bay|Fern Bay]] * [[サーキット:Autocross|Autocross]] | style="vertical-align: top;" | * [[サーキット:Kyoto Ring|Kyoto Ring]] * [[サーキット:Westhill|Westhill]] * [[サーキット:Aston|Aston]] | style="vertical-align: top;" | * [[サーキット:Rockingham|Rockingham]] |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> ce93c1eb54cfc29bb1eabe7a9399a73e8f34d4bd 2139 2129 2017-02-18T00:21:42Z Skylinekakkoii 57 S1が見づらかったので色変更 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[コース|LFSのサーキット一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:コース|v]]</div></div> |- ! style="background-color: #0062C6; color: #FFF;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[サーキット:Blackwood|Blackwood]] * [[サーキット:South City|South City]] * [[サーキット:Fern Bay|Fern Bay]] * [[サーキット:Autocross|Autocross]] | style="vertical-align: top;" | * [[サーキット:Kyoto Ring|Kyoto Ring]] * [[サーキット:Westhill|Westhill]] * [[サーキット:Aston|Aston]] | style="vertical-align: top;" | * [[サーキット:Rockingham|Rockingham]] |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> d7bb07b26e884fb1d4c2f70c3014a86458169c44 テンプレート:車 10 1486 2105 2017-02-17T17:46:32Z Skylinekakkoii 57 テンプレート作成 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[Cars|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[Cars:FR|FRクラス]] ! style="background-color: #EEEEEE;" | [[Cars:TBO|TBOクラス]] ! style="background-color: #EEEEEE;" | [[Cars:LRF|LRFクラス]] ! style="background-color: #EEEEEE;" | [[Cars:Unclassified|クラスなし]] |- | style="vertical-align: top;" | <small>[[Cars:FR#XFG|XFG]] | [[Cars:FR#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | [[Cars:TBO#RB4_GT|RB4 GT]] | [[Cars:TBO#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[Cars:LRF#LX6|LX6]] | [[Cars:LRF#RaceAbout|RaceAbout]] | [[Cars:LRF#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[Cars:Unclassified#LX4|LX4]] | [[Cars:Unclassified#UF 1000|UF 1000]] | [[Cars:Unclassified#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[Cars:FWD GTR|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[Cars:RWD GTR|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[Cars:シングルシーター|シングルシーターの車種]] |- | style="vertical-align: top;" | <small>[[Cars:FWD GTR#XF GTR|XF GTR]] | [[Cars:FWD GTR#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[Cars:RWD GTR#FXO GTR|FXO GTR]] | [[Cars:RWD GTR#XR GTR|XR GTR]] | [[Cars:RWD GTR#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[Cars:Single-Seaters#Formula XR|Formula XR]] | [[Cars:Single-Seaters#Formula BMW|Formula BMW]] | [[Cars:Single-Seaters#Formula V8|Formula V8]] | [[Cars:Single-Seaters#BMW Sauber|BMW Sauber]] | [[Cars:Single-Seaters#MRT5|MRT5]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> 20b317ec6d0ee2dcd14f128f911753fcde8e1fae 2110 2105 2017-02-17T18:46:22Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[車種|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[車:FRクラス|FRクラス]] ! style="background-color: #EEEEEE;" | [[車:TBOクラス|TBOクラス]] ! style="background-color: #EEEEEE;" | [[車:LRFクラス|LRFクラス]] ! style="background-color: #EEEEEE;" | [[車:クラスなし|クラスなし]] |- | style="vertical-align: top;" | <small>[[車:FRクラス#XFG|XFG]] | [[車:FRクラス#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | [[車:TBOクラス#RB4_GT|RB4 GT]] | [[車:TBOクラス#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[車:LRFクラス#LX6|LX6]] | [[車:LRFクラス#RaceAbout|RaceAbout]] | [[車:LRFクラス#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[車:クラスなし#LX4|LX4]] | [[車:クラスなし#UF 1000|UF 1000]] | [[車:クラスなし#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[車:FWD GTRクラス|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[車:RWD GTRクラス|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[車:シングルシータークラス|シングルシータークラス]] |- | style="vertical-align: top;" | <small>[[車:FWD GTRクラス#XF GTR|XF GTR]] | [[車:FWD GTRクラス#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[車:RWD GTRクラス#FXO GTR|FXO GTR]] | [[車:RWD GTRクラス#XR GTR|XR GTR]] | [[車:RWD GTRクラス#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[車:シングルシータークラス#Formula XR|Formula XR]] | [[車:シングルシータークラス#Formula BMW|Formula BMW]] | [[車:シングルシータークラス#Formula V8|Formula V8]] | [[車:シングルシータークラス#BMW Sauber|BMW Sauber]] | [[車:シングルシータークラス#MRT5|MRT5]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> d4a5df85803dad79d382fcb13eea06ca12bc9de1 2116 2110 2017-02-17T21:14:17Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[車種|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[車:FRクラス|FRクラス]] ! style="background-color: #EEEEEE;" | [[車:TBOクラス|TBOクラス]] ! style="background-color: #EEEEEE;" | [[車:LRFクラス|LRFクラス]] ! style="background-color: #EEEEEE;" | [[車:クラスなし|クラスなし]] |- | style="vertical-align: top;" | <small>[[車:FRクラス#XF_GTI|XFG]] | [[車:FRクラス#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | [[車:TBOクラス#RB4_GT|RB4 GT]] | [[車:TBOクラス#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[車:LRFクラス#LX6|LX6]] | [[車:LRFクラス#RaceAbout|RaceAbout]] | [[車:LRFクラス#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[車:クラスなし#LX4|LX4]] | [[車:クラスなし#UF 1000|UF 1000]] | [[車:クラスなし#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[車:FWD GTRクラス|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[車:RWD GTRクラス|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[車:シングルシータークラス|シングルシータークラス]] |- | style="vertical-align: top;" | <small>[[車:FWD GTRクラス#XF GTR|XF GTR]] | [[車:FWD GTRクラス#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[車:RWD GTRクラス#FXO GTR|FXO GTR]] | [[車:RWD GTRクラス#XR GTR|XR GTR]] | [[車:RWD GTRクラス#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[車:シングルシータークラス#Formula XR|Formula XR]] | [[車:シングルシータークラス#Formula BMW|Formula BMW]] | [[車:シングルシータークラス#Formula V8|Formula V8]] | [[車:シングルシータークラス#BMW Sauber|BMW Sauber]] | [[車:シングルシータークラス#MRT5|MRT5]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> be47cf131e3c71f97520be4b6e16c6f292e09acb 2117 2116 2017-02-17T21:14:50Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[車種|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[車:FRクラス|FRクラス]] ! style="background-color: #EEEEEE;" | [[車:TBOクラス|TBOクラス]] ! style="background-color: #EEEEEE;" | [[車:LRFクラス|LRFクラス]] ! style="background-color: #EEEEEE;" | [[車:クラスなし|クラスなし]] |- | style="vertical-align: top;" | <small>[[車:FRクラス#XF_GTI|XF GTi]] | [[車:FRクラス#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | [[車:TBOクラス#RB4_GT|RB4 GT]] | [[車:TBOクラス#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[車:LRFクラス#LX6|LX6]] | [[車:LRFクラス#RaceAbout|RaceAbout]] | [[車:LRFクラス#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[車:クラスなし#LX4|LX4]] | [[車:クラスなし#UF 1000|UF 1000]] | [[車:クラスなし#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[車:FWD GTRクラス|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[車:RWD GTRクラス|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[車:シングルシータークラス|シングルシータークラス]] |- | style="vertical-align: top;" | <small>[[車:FWD GTRクラス#XF GTR|XF GTR]] | [[車:FWD GTRクラス#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[車:RWD GTRクラス#FXO GTR|FXO GTR]] | [[車:RWD GTRクラス#XR GTR|XR GTR]] | [[車:RWD GTRクラス#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[車:シングルシータークラス#Formula XR|Formula XR]] | [[車:シングルシータークラス#Formula BMW|Formula BMW]] | [[車:シングルシータークラス#Formula V8|Formula V8]] | [[車:シングルシータークラス#BMW Sauber|BMW Sauber]] | [[車:シングルシータークラス#MRT5|MRT5]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> b64a8adc47521ec8461616728f96be2be9252d67 2118 2117 2017-02-17T21:16:13Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[車種|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[車:FRクラス|FRクラス]] ! style="background-color: #EEEEEE;" | [[車:TBOクラス|TBOクラス]] ! style="background-color: #EEEEEE;" | [[車:LRFクラス|LRFクラス]] ! style="background-color: #EEEEEE;" | [[車:クラスなし|クラスなし]] |- | style="vertical-align: top;" | <small>[[車:FRクラス#XF_GTI|XF GTI]] | [[車:FRクラス#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | [[車:TBOクラス#RB4_GT|RB4 GT]] | [[車:TBOクラス#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[車:LRFクラス#LX6|LX6]] | [[車:LRFクラス#RaceAbout|RaceAbout]] | [[車:LRFクラス#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[車:クラスなし#LX4|LX4]] | [[車:クラスなし#UF 1000|UF 1000]] | [[車:クラスなし#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[車:FWD GTRクラス|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[車:RWD GTRクラス|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[車:シングルシータークラス|シングルシータークラス]] |- | style="vertical-align: top;" | <small>[[車:FWD GTRクラス#XF GTR|XF GTR]] | [[車:FWD GTRクラス#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[車:RWD GTRクラス#FXO GTR|FXO GTR]] | [[車:RWD GTRクラス#XR GTR|XR GTR]] | [[車:RWD GTRクラス#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[車:シングルシータークラス#Formula XR|Formula XR]] | [[車:シングルシータークラス#Formula BMW|Formula BMW]] | [[車:シングルシータークラス#Formula V8|Formula V8]] | [[車:シングルシータークラス#BMW Sauber|BMW Sauber]] | [[車:シングルシータークラス#MRT5|MRT5]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> b4152fd9d2aadb000465c11b9e69ee8ece86eef3 2123 2118 2017-02-17T22:21:39Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[車種|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[車:FRクラス|FRクラス]] ! style="background-color: #EEEEEE;" | [[車:TBOクラス|TBOクラス]] ! style="background-color: #EEEEEE;" | [[車:LRFクラス|LRFクラス]] ! style="background-color: #EEEEEE;" | [[車:クラスなし|クラスなし]] |- | style="vertical-align: top;" | <small>[[車:FRクラス#XF_GTI|XF GTI]] | [[車:FRクラス#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | [[車:TBOクラス#RB4_GT|RB4 GT]] | [[車:TBOクラス#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[車:LRFクラス#LX6|LX6]] | [[車:LRFクラス#RaceAbout|RaceAbout]] | [[車:LRFクラス#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[車:クラスなし#LX4|LX4]] | [[車:クラスなし#UF 1000|UF 1000]] | [[車:クラスなし#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[車:FWD GTRクラス|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[車:RWD GTRクラス|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[車:シングルシータークラス|シングルシータークラス]] |- | style="vertical-align: top;" | <small>[[車:FWD GTRクラス#XF GTR|XF GTR]] | [[車:FWD GTRクラス#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[車:RWD GTRクラス#FXO GTR|FXO GTR]] | [[車:RWD GTRクラス#XR GTR|XR GTR]] | [[車:RWD GTRクラス#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[車:シングルシータークラス#MRT5|MRT5]] | [[車:シングルシータークラス#Formula BMW|Formula BMW]] | [[車:シングルシータークラス#Formula XR|Formula XR]] | [[車:シングルシータークラス#Formula V8|Formula V8]] | [[車:シングルシータークラス#BMW Sauber|BMW Sauber]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> 0eef9f5cf0cafb2dd8b968056279d52ae2f9d17f テンプレート:Historical 10 1487 2106 2017-02-17T17:55:03Z Skylinekakkoii 57 英版に倣って作成。 wikitext text/x-wiki {| style="border:1px solid #111; color: #FFFFFF; -webkit-border-radius: 10px; -moz-border-radius: 10px;border-radius: 10px; background: #38464F; width:90%; margin:10px 30px; padding:.2em; text-align:justify;{{{extra|}}}" |style="width:{{{l-width|50px;}}}"| {{{image|[[Image:TemplateIconHistorical.png|{{{icon-size|50px}}}]]}}} |style="padding-left:.2em;"| {{{text|{{{1| このページはとても古い情報を含んでいますが、記録のために残されています。}}}}}} |} 5ebc3b8d2c8bc8d650d924f303c64e7a1a63ffa2 2128 2106 2017-02-17T23:08:01Z Skylinekakkoii 57 wikitext text/x-wiki {| style="border:1px solid #111; color: #FFFFFF; -webkit-border-radius: 10px; -moz-border-radius: 10px;border-radius: 10px; background: #38464F; width:90%; margin:10px 30px; padding:.2em; text-align:justify;{{{extra|}}}" |style="width:{{{l-width|50px;}}}"| {{{image|[[Image:TemplateIconHistorical.png|{{{icon-size|50px}}}]]}}} |style="padding-left:.2em;"| {{{text|{{{1| このページは長い間更新されていないか、とても古い情報を含んでいますが、記録のために残されています。}}}}}} |} 3f1ad93b2c716424229f888e137c136e4310c73a 車種 0 1414 2107 2003 2017-02-17T18:29:14Z Skylinekakkoii 57 /* 各車種のステアリングロック角度 */ wikitext text/x-wiki == 収録車種の要約 == [[image:Cars.jpg|thumb|The cars in LFS S2]] LFS S2には全部で19台のクルマが収録されています いくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == Car details == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 3c866d24a33751dd02e36a2a22158bc645802f88 2108 2107 2017-02-17T18:32:03Z Skylinekakkoii 57 wikitext text/x-wiki == 概要 == [[image:Cars.jpg|thumb|LFSの車]] LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == 車の詳細 == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] cffabba920764052541b9e632ecc920365fbd25c 2109 2108 2017-02-17T18:37:58Z Skylinekakkoii 57 wikitext text/x-wiki == 概要 == [[image:Cars.jpg|thumb|LFSの車]] LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> XFG & XRG: XFGはFFのホットハッチライク、XRGはFRのスポーツクーペライクなクルマです <br>A FWD hot hatch and a RWD sportcoupé with approx. 125bhp/ton. '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>They have approx. 300bhp/ton. '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XF GTI||XFG||FF layout|FF hatchback||Front wheel drive|FWD||1.3 L Straight_engine|inline-4||115 hp (86 kW)||2073 lb (940 kg) |- |XR GT||XRG||FR layout|FR coupe||Rear wheel drive|RWD||1.8 L inline-4||140 hp (104 kW)||2536 lb (1150 kg) |- |Formula_BMW|Formula BMW||FBM||MR formula||RWD||1.2 L inline-4||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やゴルフGTIなどの欧州ハッチバックと似ています *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています *'''Formula BMW''' (FBM) - Formula BMW FB02 - The Formula BMW リアルのフォーミュラーカーを再現しました。 === S1 === {| border="1" |colspan="7" align="center"|'''S1 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |XR GT Turbo||XRT||FR coupe||RWD||2.0 L Turbocharger|turbo inline-4||247 hp (184 kW)||2695 lb (1223 kg) |- |RB4 GT||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||243 hp (181 kW)||2707 lb (1228 kg) |- |FXO Turbo||FXO||FF coupe||FWD||1.9 L turbo Flat_engine|flat-4||234 hp (175 kW)||2512 lb (1140 kg) |- |LX4||LX4||FR roadster||RWD||1.3 L inline-4||140 hp (105 kW)||1101 lb (499 kg) |- |LX6||LX6||FR roadster||RWD||1.8 L inline-6||190 hp (142 kW)||1188 lb (539 kg) |- |MRT5||MRT||MR layout|MR kart||RWD||600 cc turbo inline-4||64 hp (48 kW)||486 lb (221 kg) |} *'''XR GT Turbo''' (XRT) - XRGによりパワーのあるエンジンとターボチャージャをプラスしたクルマです *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォックスホール/米シビック クーペと似ています(筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげたクルマです *'''MRT5''' (MRT) - 小さいオープンホイールのレースカーなのですが、それはカートより大きいです。 based on the real MRT5 built by the McGill Racing Team to compete in the Formula SAE championship === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == 車の詳細 == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === [[image:XFG_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.3 リッター 直列4気筒<br> 最高出力: 86 kW (115bhp) @ 6871 rpm<br> 最大トルク: 130 Nm (96 lbft) @ 5658 rpm<br> 車両総重量: 940 kg (2072 lbs)<br> パワーウエイトレシオ: 92 W/kg (125 bhp/ton)<br> 重量配分: 60.0 F 40.0 R<br> 燃料タンク容量: 45 Liter 初心者、上級者どちらにとっても素晴らしい車です 初めての人から上級者までXF GTIほど一般的に走っている車はLFSにはありません<br> セッティングの調整に敏感に反応し、その安定したシャシーは限界までプッシュすることについての貴重なレッスンをドライバーに与えます<br>  An excellent car for beginners and experts alike, no other car in LFS is so universally driven as the XF GTi, from first-time-driver to seasoned league pro. It responds well to setup adjustments, and is a stable chassis that will teach a driver some invaluable lessons about pushing it to its limits, whilst retaining a degree of inherent stability and forgiving handling. '''セッティングのヒント:''' Don't overlock the differential, although more power-locking helps put the power down since the XF GTi doesn't have a two-way adjustable differential, you will also kill off the oversteer that you'll need to put into the setup to make the car steerable with the throttle. === XR GT (XRG) === [[image:XRG_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 4<br> Power: 104 kW (140bhp) @ 5945 rpm<br> Torque: 186 Nm (137 lbft) @ 4603 rpm<br> Total Mass: 1167 kg (2572 lbs)<br> Power-weight: 90 W/kg (122 bhp/ton)<br> Weight dist: 54.3 F 45.7 R<br> Fuel tank capacity: 65 ltr A perfect car for practicing the fine art of driving RWD on the limit. Plenty of power to keep even the most tail happy drivers amused, but not enough to brown your pants on every exit. A car that will pave the way to handling some of the more frightening motors out there in LFS. A good match for the XF GTi although slightly faster (in a straight line)! '''Setup tip:''' A fairly neutral setup is best for this car since it suffers very little from power oversteer. Play with differential locking so you can steer with the throttle to your liking. === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 178138868b76b8af991fdccc0024abcbfb24cbb9 2119 2109 2017-02-17T21:16:21Z Skylinekakkoii 57 wikitext text/x-wiki == 概要 == [[image:Cars.jpg|thumb|LFSの車たち]] LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> → [[車:FRクラス]] '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>これらは約300bhp/トンのパワーを持っています。 '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3 L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[車:FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8 L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[車:シングルシータークラス#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2 L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[Cars:TBO#XR_GT_Turbo|XR GT Turbo]]||XRT||FR coupe||RWD||2.0 L turbo inline-4||184 kW (247 hp)||1223 kg (2696 lb) |- |[[Cars:TBO#RB4_GT|RB4 GT]]||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||181 kW (243 hp)||1210 kg (2667 lb) |- |[[Cars:TBO#FXO_Turbo|FXO Turbo]]||FXO||FF coupe||FWD||1.9 L turbo flat-4||175 kW (234 hp)||1136 kg (2504 lb) |- |[[Cars:Unclassified#LX4|LX4]]||LX4||FR roadster||RWD||1.3 L inline-4||105 kW (140 hp)||499 kg (1101 lb) |- |[[Cars:LRF#LX6|LX6]]||LX6||FR roadster||RWD||1.8 L inline-6||142 kW (190 hp)||539 kg (1188 lb) |- |[[Cars:Single-Seaters#MRT5|MRT5]]||MRT||MR layout|MR single seater||RWD||600 cc turbo inline-4||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 It is worth noting that in various leagues etc. the term "'''TBO'''" is used. This is simply class of 3 cars and includes the RB4, FXO and XRT. === S2 === {| border="1" |colspan="7" align="center"|'''S2 cars''' |- !車両名 !略称 !Layout !駆動形式 !エンジン !馬力 !車重 |- |UF 1000||UF1||FF ハッチバック||FWD||1.0 L 直列4気筒||55 hp (41 kW)||1322 lb (600 kg) |- |RaceAbout||RAC||MR コンバーチブル||RWD||2.0 L 直列4気筒 ターボ||245 hp (183 kW)||1763 lb (800 kg) |- |FZ50||FZ5||RR クーペ||RWD||3.6 L 水平対向6気筒||360 hp (269 kW)||3042 lb (1380 kg) |- |XF GTR||XFR||FF レースカー||FWD||2.0 L 直列4気筒||230 hp (172 kW)||1851 lb (840 kg) |- |UF GTR||UFR||FF レースカー||FWD||1.4 L 直列4気筒||180 hp (134 kW)||1323 lb (600 kg) |- |Formula XR||FOX||MR ||RWD||2.0 L 直列4気筒||190 hp (142 kW)||1079 lb (490 kg) |- |Formula V8||FO8||MR formula||RWD||3.0 L V8||450 hp (335 kW)||1324 lb (600 kg) |- |BMW Sauber||BF1||MR formula||RWD||2.4 L V8||720 hp (537 kW)||1169 lb (530 kg) |- |FXO GTR||FXR||FR race car||AWD||2.0 L turbo flat-4||490 hp (365 kW)||2470 lb (1120 kg) |- |XR GTR||XRR||FR race car||RWD||2.0 L turbo inline-4||490 hp (365 kW)||2426 lb (1100 kg) |- |FZ50 GTR||FZR||RR race car||RWD||3.6 L flat-6||490 hp (365 kW)||2424 lb (1100 kg) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 85%; text-align: center; width: 450px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[車:FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[Cars:TBO|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[Cars:LRF|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[Cars:FWD GTR|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[Cars:RWD GTR|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[Cars:Single-Seaters|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[車:クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 車の詳細 == === UF 1000 (UF1)=== [[image:UF1_jpn.jpg|thumb]] FF=フロントエンジン, フロントホイールドライブ<br> エンジン: 1.0 リッター 直列4気筒<br> 最高出力: 41 kW (55bhp) @ 5605 rpm<br> 最大トルク: 88 Nm (65 lbft) @ 3008 rpm<br> 車両総重量: 600 kg (1322 lbs)<br> パワーウエイトレシオ: 69 W/kg (94 bhp/ton)<br> 重量配分: 59.0 F 41.0 R<br> 燃料タンク容量: 35 Liter ゲームにおいてもっともパワーのないマシンですが、もっとも楽しいマシンです :) <br>The least powerful car in the game, but far from being the least fun. In fact, the closest races are to be had when behind the wheel of this car. Certainly not suited to the faster tracks however. '''セットアップのヒント:''' Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will understeer to hell. === XF GTI (XFG) === → [[車:FRクラス#XF_GTI]] === XR GT (XRG) === → [[車:FRクラス#XR_GT]] === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === [[image:LX4.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.3 litre inline 4<br> Power: 105 kW (140 bhp) @ 8212 rpm<br> Torque: 131 Nm (97 lbft) @ 6917 rpm<br> Total Mass: 499 kg (1100 lbs)<br> Power-weight: 210 W/kg (286 bhp/ton)<br> Weight dist: 45.8 F 54.2 R<br> Fuel tank capacity: 40 ltr Tipping the scales at a mere 518 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. '''LX4/6 Setup tip:''' These cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. <!-- === Volkswagen Scirocco (VWS) === [[image:VWStemp.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 147 kW (200 bhp) @ 5100 rpm<br> Torque: 280 Nm (207 lbft) @ 1700 rpm<br> Total Mass: 1373 kg (3020 lbs)<br> Power-weight: 107 W/kg (146 bhp/ton)<br> Weight dist: ??.? F ??.? R<br> Fuel tank capacity: 50 Information: Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. Setuptip: Not yet available. --> == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 3c72361f7777dc460615b656614d036f9b9fd246 2122 2119 2017-02-17T21:50:11Z Skylinekakkoii 57 リンク追加およびS2テーブル修正 wikitext text/x-wiki == 概要 == [[image:Cars.jpg|thumb|LFSの車たち]] LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> → [[車:FRクラス]] '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>これらは約300bhp/トンのパワーを持っています。 '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3 L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[車:FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8 L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[車:シングルシータークラス#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2 L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[Cars:TBO#XR_GT_Turbo|XR GT Turbo]]||XRT||FR coupe||RWD||2.0 L turbo inline-4||184 kW (247 hp)||1223 kg (2696 lb) |- |[[Cars:TBO#RB4_GT|RB4 GT]]||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||181 kW (243 hp)||1210 kg (2667 lb) |- |[[Cars:TBO#FXO_Turbo|FXO Turbo]]||FXO||FF coupe||FWD||1.9 L turbo flat-4||175 kW (234 hp)||1136 kg (2504 lb) |- |[[車:クラスなし#LX4|LX4]]||LX4||FR roadster||RWD||1.3 L inline-4||105 kW (140 hp)||499 kg (1101 lb) |- |[[Cars:LRF#LX6|LX6]]||LX6||FR roadster||RWD||1.8 L inline-6||142 kW (190 hp)||539 kg (1188 lb) |- |[[Cars:Single-Seaters#MRT5|MRT5]]||MRT||MR layout|MR single seater||RWD||600 cc turbo inline-4||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (筆者注:日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 It is worth noting that in various leagues etc. the term "'''TBO'''" is used. This is simply class of 3 cars and includes the RB4, FXO and XRT. === S2 === [[image:Cars.jpg|thumb|GTR Cars]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:クラスなし#UF_1000|UF 1000]]||UF1||FF hatchback||FWD||1.0 L inline-4||41 kW (55 hp)||600 kg (1322 lb) |- |[[Cars:LRF#RaceAbout|RaceAbout]]||RAC||MR convertible||RWD||2.0 L turbo inline-4||183 kW (245 hp)||800 kg (1763 lb) |- |[[Cars:LRF#FZ50|FZ50]]||FZ5||RR layout|RR coupe||RWD||3.6 L boxer-6||269 kW (360 hp)||1380 kg (3042 lb) |- |[[Cars:FWD GTR#XF_GTR|XF GTR]]||XFR||FF race car||FWD||2.0 L inline-4||172 kW(230 hp)||840 kg (1851 lb) |- |[[Cars:FWD GTR#UF_GTR|UF GTR]]||UFR||FF race car||FWD||1.4 L inline-4||134 kW (180 hp)||600 kg (1322 lb) |- |[[Cars:Single-Seaters#Formula_XR|Formula XR]]||FOX||MR formula||RWD||2.0 L inline-4||142 kW (190 hp)||490 kg (1079 lb) |- |[[Cars:Single-Seaters#Formula_V8|Formula V8]]||FO8||MR formula||RWD||3.0 L V8||335 kW (450 hp)||600 kg (1323 lb) |- |[[Cars:Single-Seaters#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MR formula||RWD||2.4 L V8||537 kW (720 hp)||530 kg (1169 lb) |- |[[Cars:RWD GTR#FXO_GTR|FXO GTR]]||FXR||4WD race car||AWD||2.0 L turbo boxer-4||365 kW (490 hp)||1100 kg (2425 lb) |- |[[Cars:RWD GTR#XR_GTR|XR GTR]]||XRR||FR race car||RWD||2.0 L turbo inline-4||365 kW (490 hp)||1100 kg (2425 lb) |- |[[Cars:RWD GTR#FZ50_GTR|FZ50 GTR]]||FZR||RR race car||RWD||3.6 L boxer-6||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 85%; text-align: center; width: 450px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[車:FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[Cars:TBO|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[Cars:LRF|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[Cars:FWD GTR|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[Cars:RWD GTR|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[Cars:Single-Seaters|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[車:クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 車の詳細 == === UF 1000 (UF1)=== → [[車:クラスなし#UF_1000]] === XF GTI (XFG) === → [[車:FRクラス#XF_GTI]] === XR GT (XRG) === → [[車:FRクラス#XR_GT]] === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === → [[車:クラスなし#LX4]] === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === [[image:MRT.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 600 cc turbocharged inline 4<br> Power: 48 kW (64 bhp) @ 7894 rpm<br> Torque: 69 Nm (51 lbft) @ 5071 rpm<br> Total Mass: 221 kg (486 lbs)<br> Power-weight: 217 W/kg (296 bhp/ton)<br> Weight dist: 37.5 F 62.5 R<br> Fuel tank capacity: 20 ltr<br> Website: http://www.fsae.mcgill.ca Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for autocross tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. '''Setup tip:''' This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. === Formula BMW (FBM) === [[image:FBM.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 1.2 litre inline 4<br> Power: 105 kW (140 bhp) @ 8948 rpm<br> Torque: 125 Nm (92 lbft) @ 6756 rpm<br> Total Mass: 465 kg (1024 lbs)<br> Power-weight: 225 W/kg (307 bhp/ton)<br> Weight dist: 42.0 F 58.0 R<br> Fuel tank capacity: 42 ltr Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. '''Setup tip:''' Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. === Formula XR (FOX) === [[image:FOX.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 142 kW (190 bhp) @ 7032 rpm<br> Torque: 221 Nm (162 lbft) @ 4964 rpm<br> Total Mass: 490 kg (1079 lbs)<br> Power-weight: 290 W/kg (395 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 38 ltr Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks. '''Setup tip:''' Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. === Formula V8 (FO8) === [[image:FO8.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 3.0 litre V8<br> Power: 341 kW (458 bhp) @ 8972 rpm<br> Torque: 401 Nm (295 lbft) @ 7059 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 568 W/kg (775 bhp/ton)<br> Weight dist: 45.0 F 55.0 R<br> Fuel tank capacity: 125 ltr Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. '''Setup tip:''' Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. === BMW Sauber F1 (BF1) === [[image:BF1.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.4 litre V8<br> Power: 537 kW (720 bhp) @ 19076 rpm<br> Torque: 284 Nm (209 lbft) @ 16817 rpm<br> Total Mass: 530 kg (1169 lbs)<br> Power-weight: 1011 W/kg (1378 bhp/ton)<br> Weight dist: 46.3 F 53.7 R<br> Fuel tank capacity: 95 ltr The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. '''Setup tip:''' Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control, although for girls, is definately useful to stop you pushing too hard. 4% is a good beginners limit, the more manly you feel, the higher you can go. Hardcore players like to leave it off all-together. === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] b8e869c886525150db95e123922b7e1410eb348b 2125 2122 2017-02-17T22:39:24Z Skylinekakkoii 57 シングルシーターリンクの追加 wikitext text/x-wiki == 概要 == LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> → [[車:FRクラス]] '''TBO'''<br> XRT, FXO & RB4: ターボ付きのスポーツクーペライクなマシンです FF、FR、AWDの各駆動形式が1台ずつあります <br>Turbo-aspirated sportcoupés with approx. 205bhp/ton. One FWD, one RWD, and one AWD. '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>これらは約300bhp/トンのパワーを持っています。 '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[車:FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[車:シングルシータークラス#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[Cars:TBO#XR_GT_Turbo|XR GT Turbo]]||XRT||FR coupe||RWD||2.0 L turbo inline-4||184 kW (247 hp)||1223 kg (2696 lb) |- |[[Cars:TBO#RB4_GT|RB4 GT]]||RB4||4WD coupe||All wheel drive|AWD||2.0 L turbo inline-4||181 kW (243 hp)||1210 kg (2667 lb) |- |[[Cars:TBO#FXO_Turbo|FXO Turbo]]||FXO||FF coupe||FWD||1.9 L turbo flat-4||175 kW (234 hp)||1136 kg (2504 lb) |- |[[車:クラスなし#LX4|LX4]]||LX4||FRロードスター||RWD||1.3L 直列4気筒||105 kW (140 hp)||499 kg (1101 lb) |- |[[Cars:LRF#LX6|LX6]]||LX6||FR roadster||RWD||1.8 L inline-6||142 kW (190 hp)||539 kg (1188 lb) |- |[[車:シングルシータークラス#MRT5|MRT5]]||MRT||MRシングルシーター||RWD||600cc ターボ 直列4気筒||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (メモ: 日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 '''TBO'''というクラス名は、様々なリーグなどでよく使われているので、覚えておくとよいでしょう。このクラスはRB4,FXOとXRTの3台のみを含んでいます。 === S2 === [[image:Cars.jpg|thumb|GTRクラスの車]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:クラスなし#UF_1000|UF 1000]]||UF1||FFハッチバック||FWD||1.0L 直列4気筒||41 kW (55 hp)||600 kg (1322 lb) |- |[[Cars:LRF#RaceAbout|RaceAbout]]||RAC||MR convertible||RWD||2.0 L turbo inline-4||183 kW (245 hp)||800 kg (1763 lb) |- |[[Cars:LRF#FZ50|FZ50]]||FZ5||RR layout|RR coupe||RWD||3.6 L boxer-6||269 kW (360 hp)||1380 kg (3042 lb) |- |[[Cars:FWD GTR#XF_GTR|XF GTR]]||XFR||FF race car||FWD||2.0 L inline-4||172 kW(230 hp)||840 kg (1851 lb) |- |[[Cars:FWD GTR#UF_GTR|UF GTR]]||UFR||FF race car||FWD||1.4 L inline-4||134 kW (180 hp)||600 kg (1322 lb) |- |[[車:シングルシータークラス#Formula_XR|Formula XR]]||FOX||MRフォーミュラ||RWD||2.0L 直列4気筒||142 kW (190 hp)||490 kg (1079 lb) |- |[[車:シングルシータークラス#Formula_V8|Formula V8]]||FO8||MRフォーミュラ||RWD||3.0L V型8気筒||335 kW (450 hp)||600 kg (1323 lb) |- |[[車:シングルシータークラス#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MRフォーミュラ||RWD||2.4L V型8気筒||537 kW (720 hp)||530 kg (1169 lb) |- |[[Cars:RWD GTR#FXO_GTR|FXO GTR]]||FXR||4WD race car||AWD||2.0 L turbo boxer-4||365 kW (490 hp)||1100 kg (2425 lb) |- |[[Cars:RWD GTR#XR_GTR|XR GTR]]||XRR||FR race car||RWD||2.0 L turbo inline-4||365 kW (490 hp)||1100 kg (2425 lb) |- |[[Cars:RWD GTR#FZ50_GTR|FZ50 GTR]]||FZR||RR race car||RWD||3.6 L boxer-6||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 80%; text-align: center; width: 800px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! width="75px" | クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[車:FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[Cars:TBO|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[Cars:LRF|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[Cars:FWD GTR|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[Cars:RWD GTR|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[車:シングルシータークラス|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[車:クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 車の詳細 == === UF 1000 (UF1)=== → [[車:クラスなし#UF_1000]] === XF GTI (XFG) === → [[車:FRクラス#XF_GTI]] === XR GT (XRG) === → [[車:FRクラス#XR_GT]] === XR GT Turbo (XRT) === [[image:XRT_jpn.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245bhp) @ 6019 rpm<br> Torque: 325 Nm (239 lbft) @ 4585 rpm<br> Total Mass: 1224 kg (2699 lbs)<br> Power-weight: 150 W/kg (204 bhp/ton)<br> Weight dist: 52.5 F 47.5 R<br> Fuel tank capacity: 75 ltr Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. '''Setup tip:''' Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. === RB4 GT (RB4) === [[image:RB4.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 181 kW (243bhp) @ 6021 rpm<br> Torque: 340 Nm (250 lbft) @ 3886 rpm<br> Total Mass: 1235 Kg (2723 lbs)<br> Power-weight: 147 W/kg (200 bhp/ton)<br> Weight dist: 56.4 F 43.6 R<br> Fuel tank capacity: 75 ltr AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 '''Setup tip:''' 最大の問題点は強いアンダーステアです。Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle.タイヤの摩耗と温度を参考にするとよいでしょう。 === FXO TURBO (FXO) === [[image:FXO.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.9 litre turbocharged flat 4<br> Power: 175 kW (234 bhp) @ 6365 rpm<br> Torque: 305 Nm (224 lbft) @ 4338 rpm<br> Total Mass: 1132 kg (2495 lbs)<br> Power-weight: 154 W/kg (210 bhp/ton)<br> Weight dist: 59.3 F 40.7 R<br> Fuel tank capacity: 75 ltr The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it is corners well. The XRT catches back up on long straights though. === LX4 (LX4) === → [[車:クラスなし#LX4]] === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === → [[車:シングルシータークラス#MRT5]] === Formula BMW (FBM) === → [[車:シングルシータークラス#Formula_BMW]] === Formula XR (FOX) === → [[車:シングルシータークラス#Formula_XR]] === Formula V8 (FO8) === → [[車:シングルシータークラス#Formula_V8]] === BMW Sauber F1 (BF1) === → [[車:シングルシータークラス#BMW_Sauber_F1_(Formula_One)]] === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] bda221afa4626fa66ea3a1a2ed41b3aaf9690fae テンプレート:Car 10 1488 2111 2017-02-17T19:00:25Z Skylinekakkoii 57 ページの作成:「{| cellspacing="0" border="0" | valign="top" rowspan="2" | 略称: {{{Shortname}}} {{{Drive}}}<br> エンジン: {{{Engine}}}<br> 出力: {{{kWPower}}} kW ({{{bhpPower}}...」 wikitext text/x-wiki {| cellspacing="0" border="0" | valign="top" rowspan="2" | 略称: {{{Shortname}}} {{{Drive}}}<br> エンジン: {{{Engine}}}<br> 出力: {{{kWPower}}} kW ({{{bhpPower}}} bhp) @ {{{PowerRPM}}} rpm<br> トルク: {{{NmTorque}}} Nm ({{{lbftTorque}}} lbft) @ {{{TorqueRPM}}} rpm<br> 車両重量: {{{kgMass}}} kg ({{{lbsMass}}} lbs)<br> パワーウェイトレシオ: {{{WRatio}}} W/kg ({{{bhpRatio}}} bhp/トン)<br> 重量配分: {{{WeightDist}}}<br> 燃料タンク容量: {{{Fuel}}} リットル<br> フロントサスペンション: {{{FrontSusp}}}<br> リアサスペンション: {{{RearSusp}}} {{{Information}}} '''セットアップのコツ:''' {{{Setuptip}}} ! style="background-color: #EFEFEF;" | {{{Longname}}} |- | valign="top" | [[image:{{{Image}}}|200px]] |} 03b92f05cccb4c31e6ddecbb735805a5e8d27f0c 2112 2111 2017-02-17T19:15:29Z Skylinekakkoii 57 wikitext text/x-wiki {| cellspacing="0" border="0" | valign="top" rowspan="2" | 略称: [https://www.lfs.net/cars/{{{Shortname}}} {{{Shortname}}}] {{{Drive}}}<br> エンジン: {{{Engine}}}<br> 出力: {{{kWPower}}} kW ({{{bhpPower}}} bhp) @ {{{PowerRPM}}} rpm<br> トルク: {{{NmTorque}}} Nm ({{{lbftTorque}}} lbft) @ {{{TorqueRPM}}} rpm<br> 車両重量: {{{kgMass}}} kg ({{{lbsMass}}} lbs)<br> パワーウェイトレシオ: {{{WRatio}}} W/kg ({{{bhpRatio}}} bhp/トン)<br> 重量配分: {{{WeightDist}}}<br> 燃料タンク容量: {{{Fuel}}} リットル<br> フロントサスペンション: {{{FrontSusp}}}<br> リアサスペンション: {{{RearSusp}}} {{{Information}}} '''セットアップのコツ:''' {{{Setuptip}}} ! style="background-color: #EFEFEF;" | {{{Longname}}} |- | valign="top" | [[image:{{{Image}}}|200px]] |} c67b9ce1b916100fc060ae382b8fb8cfeb5f284e 2120 2112 2017-02-17T21:35:24Z Skylinekakkoii 57 スタイルの変更 wikitext text/x-wiki {| cellspacing="0" border="0" width="100%" | valign="top" rowspan="2" | 略称: [https://www.lfs.net/cars/{{{Shortname}}} {{{Shortname}}}] {{{Drive}}}<br> エンジン: {{{Engine}}}<br> 出力: {{{kWPower}}} kW ({{{bhpPower}}} bhp) @ {{{PowerRPM}}} rpm<br> トルク: {{{NmTorque}}} Nm ({{{lbftTorque}}} lbft) @ {{{TorqueRPM}}} rpm<br> 車両重量: {{{kgMass}}} kg ({{{lbsMass}}} lbs)<br> パワーウェイトレシオ: {{{WRatio}}} W/kg ({{{bhpRatio}}} bhp/トン)<br> 重量配分: {{{WeightDist}}}<br> 燃料タンク容量: {{{Fuel}}} リットル<br> フロントサスペンション: {{{FrontSusp}}}<br> リアサスペンション: {{{RearSusp}}} {{{Information}}} '''セットアップのコツ:''' {{{Setuptip}}} ! style="background-color: #EFEFEF;" width="200px" | {{{Longname}}} |- | valign="top" | [[image:{{{Image}}}|200px]] |} 891b9dd55eecec05478117f38fa32ce80051f821 FRクラス 0 1489 2113 2017-02-17T19:42:10Z Skylinekakkoii 57 ページの作成:「XFG & XRG: 約125bhp/トンの、FFホットハッチとFRスポーツクーペです。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロ...」 wikitext text/x-wiki XFG & XRG: 約125bhp/トンの、FFホットハッチとFRスポーツクーペです。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.3リッター直列4気筒 |kWPower=86 |bhpPower=115 |PowerRPM=7031 |NmTorque=130 |lbftTorque=96 |TorqueRPM=5438 |kgMass=942 |lbsMass=2076 |WRatio=91 |bhpRatio=124 |WeightDist=F:56.9, R:43.1 |Fuel=45 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=初心者、上級者どちらにとっても素晴らしい車です。LFSの中で、初心者から上級者までXF GTIほど一般的に使われている車は他にはありません。 セッティングの調整に敏感に反応し、その安定したシャシーはドライバーに限界までプッシュさせる貴重なレッスンを与えます。 |Setuptip=デフを固めすぎないでください。XF GTiは2ウェイデフを持っていないので、固めすぎるとパワーダウンやアンダーステアに繋がるでしょう。 }} == XR GT == {{Car |Longname=XR GT |Shortname=XRG |Image=XRG.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列4気筒 |kWPower=104 |bhpPower=140 |PowerRPM=5988 |NmTorque=187 |lbftTorque=138 |TorqueRPM=4512 |kgMass=1150 |lbsMass=2536 |WRatio=91 |bhpRatio=124 |WeightDist=F:52.0, R:48.0 |Fuel=65 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=限界付近で後輪駆動車を運転する練習をするのに最適な車です。ほとんどのテールハッピーなドライバーを喜ばせるだけのパワーはありますが、全ての立ち上がりで満足させるほどではありません。LFSに存在する、もっと恐ろしい車を乗りこなすための道を開いてくれる車です。[[車:FRクラス#XF_GTI|XF GTi]]といい勝負になりますが、(直線では) こちらの方が少しだけ速いでしょう! |Setuptip=パワーオーバーステアを出すにはパワーが足りない車なので、ニュートラルステアに近いセットアップが良いでしょう。アクセル調整で曲がれるよう、デフを固めましょう。 }} {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:FR]] [[hu:Autók:FR]] e0da53e156423d6f672b77ae31c8d589c770b796 2115 2113 2017-02-17T19:43:09Z Skylinekakkoii 57 /* XF GTI */ wikitext text/x-wiki XFG & XRG: 約125bhp/トンの、FFホットハッチとFRスポーツクーペです。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.3リッター直列4気筒 |kWPower=86 |bhpPower=115 |PowerRPM=7031 |NmTorque=130 |lbftTorque=96 |TorqueRPM=5438 |kgMass=942 |lbsMass=2076 |WRatio=91 |bhpRatio=124 |WeightDist=F:56.9, R:43.1 |Fuel=45 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=初心者、上級者どちらにとっても素晴らしい車です。LFSの中で、初心者から上級者までXF GTIほど一般的に使われている車は他にはありません。 セッティングの調整に敏感に反応し、その安定したシャーシはドライバーに限界までプッシュさせる貴重なレッスンを与えます。 |Setuptip=デフを固めすぎないでください。XF GTiは2ウェイデフを持っていないので、固めすぎるとパワーダウンやアンダーステアに繋がるでしょう。 }} == XR GT == {{Car |Longname=XR GT |Shortname=XRG |Image=XRG.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列4気筒 |kWPower=104 |bhpPower=140 |PowerRPM=5988 |NmTorque=187 |lbftTorque=138 |TorqueRPM=4512 |kgMass=1150 |lbsMass=2536 |WRatio=91 |bhpRatio=124 |WeightDist=F:52.0, R:48.0 |Fuel=65 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=限界付近で後輪駆動車を運転する練習をするのに最適な車です。ほとんどのテールハッピーなドライバーを喜ばせるだけのパワーはありますが、全ての立ち上がりで満足させるほどではありません。LFSに存在する、もっと恐ろしい車を乗りこなすための道を開いてくれる車です。[[車:FRクラス#XF_GTI|XF GTi]]といい勝負になりますが、(直線では) こちらの方が少しだけ速いでしょう! |Setuptip=パワーオーバーステアを出すにはパワーが足りない車なので、ニュートラルステアに近いセットアップが良いでしょう。アクセル調整で曲がれるよう、デフを固めましょう。 }} {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:FR]] [[hu:Autók:FR]] 6f76799b5872777812ffb9918547a6dc3720bc9c カテゴリ:車 14 1490 2114 2017-02-17T19:42:26Z Skylinekakkoii 57 空白のページを作成しました wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 クラスなし 0 1491 2121 2017-02-17T21:43:28Z Skylinekakkoii 57 ページの作成:「これらの車はLFSの他のどのクラスにも当てはまらないので、ワンメインクレースで使われることが多いです。 == LX4 == {{Car |Long...」 wikitext text/x-wiki これらの車はLFSの他のどのクラスにも当てはまらないので、ワンメインクレースで使われることが多いです。 == LX4 == {{Car |Longname=LX4 |Shortname=LX4 |Image=LX4.jpg |Drive=フロントエンジン リアドライブ |Engine=1.3リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8227 |NmTorque=131 |lbftTorque=97 |TorqueRPM=6891 |kgMass=499 |lbsMass=1101 |WRatio=210 |bhpRatio=286 |WeightDist=46.0 F 54.0 R |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Tipping the scales at a mere 499 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. |Setuptip=These LX cars need a fair amount of understeer in the springs to keep the controllable. Don't go silly with the spring rates though. Low tyre pressures are needed. Keep the diff as open as possible on the power side and reasonable well locked on the coast side. Some rear toe comes in very handy here. }} == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.0リッター 直列4気筒 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDist=59.0 F 41.0 R |Fuel=35 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=LFSにおいてもっともパワーのないマシンですが、楽しさは損なわれていません。速度差が少ない接近したレースが展開されることでしょう。しかし、速度域の高いコースには適していません。 |Setuptip=Stiffer springs than usual to make up for the lack of antiroll bars, and will help generate some tyre heat. Pump plenty of air into those rear tyres or it will tend to understeer. }} == Volkswagen Scirocco == {{Car |Longname=Volkswagen Scirocco |Shortname=VWS |Image=VWStemp.jpg |Drive=Front engined, front wheel drive |Engine=2.0 litre turbocharged inline 4 |kWPower=147 |bhpPower=198 |PowerRPM=5738 |NmTorque=280 |lbftTorque=206 |TorqueRPM=4164 |kgMass=1262 |lbsMass=2782 |WRatio=117 |bhpRatio=159 |WeightDist=F:66.4, R:33.6 |Fuel=50 |Information=Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. The second fastest FWD road car available. 2008年に公開予定でしたが、残念ながらまだ追加されていません。 |Setuptip=まだ追加されていません。 }} {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Unclassfied]] [[hu:Autók:Besorolatlan]] 694e3829ad47e8f9ec45d3af2dee8a8c3f9ce28c シングルシーター 0 1492 2124 2017-02-17T22:21:54Z Skylinekakkoii 57 ページの作成:「LFSには、様々なクラスの5台のシングルシーターの車があります。MRT, FOX, FBM, FO8 と BF1です。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MR...」 wikitext text/x-wiki LFSには、様々なクラスの5台のシングルシーターの車があります。MRT, FOX, FBM, FO8 と BF1です。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MRT |Image=MRT.jpg |Drive=Mid engined, rear wheel drive |Engine=600 cc turbocharged inline 4 |kWPower=48 |bhpPower=64 |PowerRPM=7871 |NmTorque=69 |lbftTorque=51 |TorqueRPM=5078 |kgMass=221 |lbsMass=486 |WRatio=217 |bhpRatio=296 |WeightDist=37.5 F 62.5 R |Fuel=20 |FrontSusp=Double Wishbone |RearSusp=Double Wishbone |Information=Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for [[Autocross|autocross]] tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. See the [http://www.fsae.mcgill.ca/ official website]. |Setuptip=This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. }} == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=Mid engined, rear wheel drive |Engine=1.2 litre inline-4 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDist=42.0 F 58.0 R |Fuel=42 |FrontSusp=Double Wishbone |RearSusp=Double Wishbone |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} == Formula XR == {{Car |Longname=Formula XR |Shortname=FOX |Image=FOX.jpg |Drive=Mid engined, rear wheel drive |Engine=2.0 litre inline 4 |kWPower=142 |bhpPower=190 |PowerRPM=7031 |NmTorque=221 |lbftTorque=163 |TorqueRPM=4980 |kgMass=490 |lbsMass=1079 |WRatio=290 |bhpRatio=395 |WeightDist=45.0 F 55.0 R |Fuel=38 |FrontSusp=Double Wishbone |RearSusp=Double Wishbone |Information=Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks, and one of the most popular car choices in LFS. |Setuptip=Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. }} == Formula V8 == {{Car |Longname=Formula V8 |Shortname=FO8 |Image=FO8.jpg |Drive=Mid engined, rear wheel drive |Engine=3.0 litre V8 |kWPower=335 |bhpPower=450 |PowerRPM=9092 |NmTorque=385 |lbftTorque=284 |TorqueRPM=7422 |kgMass=600 |lbsMass=1323 |WRatio=559 |bhpRatio=762 |WeightDist=45.0 F 55.0 R |Fuel=125 |FrontSusp=Double Wishbone |RearSusp=Double Wishbone |Information=Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. |Setuptip=Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. }} == BMW Sauber F1 (Formula One) == {{Car |Longname=BMW Sauber F1 (Formula One) |Shortname=BF1 |Image=BF1.jpg |Drive=Mid engined, rear wheel drive |Engine=2.4 litre V8 |kWPower=537 |bhpPower=720 |PowerRPM=19036 |NmTorque=284 |lbftTorque=209 |TorqueRPM=16797 |kgMass=530 |lbsMass=1169 |WRatio=1012 |bhpRatio=1378 |WeightDist=46.3 F 53.7 R |Fuel=95 |FrontSusp=Double Wishbone |RearSusp=Double Wishbone |Information=The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. |Setuptip=Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control is definately useful to stop you pushing too hard. 4% is a good beginners limit. Hardcore players like to leave it off all-together. }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Single-Seaters]] [[hu:Autók:Együléses]] a26bdb23fcda750fcc97e36c942ea0dc676489cc カテゴリ:サーキット 14 1493 2126 2017-02-17T22:41:55Z Skylinekakkoii 57 空白のページを作成しました wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 ムービー作成 チュートリアル 0 1494 2127 2017-02-17T22:57:07Z Skylinekakkoii 57 英語版コピー 日本人にはなじみのないソフトだらけなので、可能であればローカライズの程お願いします。 wikitext text/x-wiki By [https://www.lfs.net/profile/30952 (SaM)] 動画を作るおつもりですか?ここを読めばどのようにすれば良いかわかると思います。 == 録画 == * Start up [http://www.fraps.com Fraps]. Set it to record at Full-size and at 30fps (or lower if the video is choppy.) * Start up LFS. Go to Options > Misc and put on Limit framerate on 30fps. * In-game, play the replay. (If you want to, press shift + U to set up a user camera. Press Follow car: (PLAYER) to let the camera follow the nearest car. Press SPACE to remove the usercam menu.) * Press SHIFT + F to remove the on-screen displays. Press SHIFT + F for the second time and it will disable the chat and the replay timeline. * Press F2 to slow down the replay at 0.5 speed. * Press the record button you specified in Fraps. When finished, stop recording with the same button. * Start up [http://virtualdub.sourceforge.net/ VirtualDub]. Open the avi file you recorded. Go to '''Video > Frame rate'''. Click on Process every other frame and press OK, or click on 'Change to [ ] frames per second' and put down the double amount of fps you set Fraps to. The last option will give the video more fps but you will only notice the difference if you will use slowmotion on this clip in the movie. This is because movies generally dont have more than 30fps. * To reclaim the distorted sound from the video, in VirtualDub, go to '''Audio > Full Processing Mode, Audio > Use Advanced Filters, Audio > Filters...''' . Click 'Add', and select the Filters: '''Input > New Rate > Resample > Output'''. Click on the 'New Rate' filter, and then press the configure button, and finally, double the existing Frequency value. * If this is all the movie needs, 1 clip, go to Video > Compression and choose one of the codecs (XviD or DivX are recommended). Press F7 to save it and it's done. * If you want to edit this clip together with some other clips into a movie, press F7 without compressing it and save it. Now it's time for editing. == 編集 == If you have Adobe Premiere Pro and know at least some basics of movie editing, use that. If you're able to use Premiere, you dont need instructions from me, if you dont know how to use Premiere, start with Windows Movie Maker found in the start menu. You can always get to use Premiere if you want to go more professional. Import the clips you made and put them in order, make them longer or shorter and add some transitions if you want. Dont forget, the best transitions wich I'd recommend if you want to use a transitions, is the dissolve, or fade from/to black. The other ones looks pretty unprofessional. When you're done, add a title and credits if you want, then finish it and save it. == 編集 (aviSynth) == Another great (and free) video editing program is aviSynth. AviSynth is not actually a program by itself. You basically install a frame server. This frame server reads a script that you write, and returns frames to a program, such as VirtualDub. There is also a IDE that you can download that allows you to see the different commands that you can use to modify your video. #インストール ##First, you need to download and install VirtualDub, as explained above. ##Second, go to [http://sourceforge.net/project/showfiles.php?group_id=57023 The AviSynth Sourceforge page], and download the latest version of the program. You may also want to download AVSEdit, an IDE to edit AviSynth scripts ##Lastly, install both the programs onto your computer #最初の動画 ##Follow the instructions on [http://en.lfsmanual.net/index.php?title=Movie_Tutorial&action=submit#Recording Recording Video] from LFS, and record three different "clips" of video. ##Create an AviSynth script, and preview it: ##*Open up AVSEdit, if you chose to download it. Otherwise, open up notepad. ##*Type <tt>clip1 = DirectShowSource("F:\fraps\clip1.avi")</tt>, entering your filename where mine is. ##*Do the same thing for the remaining clips of video, but instead of <tt>clip1</tt> you must use a different variable such as <tt>clip2</tt> ##*When you are finished typing in all of the video clips, and assigning them to variables, the last thing to do for our simple movie is join all of our clips. When you do not assign the results of a function to a variable, then the data is "returned" to the frameserver, which generates your video. So, type in <tt>UnAlignedSplice(clip1, clip2, clip3)</tt> and, for any remaining clips just add them into the function, using a comma to separate them. ##*Now, we will render our script using VirtualDub. Go to File>Save, and save your script as anything ending in ".avs". Now, open up VirtualDub. All you have to do is drag the script from wherever you saved it onto the program. All you have to do once you want to save the video, is follow the directions for compression in the [http://en.lfsmanual.net/index.php?title=Movie_Tutorial&action=submit#Recording Recording] section of this page. == アドバイス == My advice on making movies is keep it viewer friendly. Think what kind of movie it is, is it a cool movie with lots of cool action, edit the shots quickly and choose quick music, but dont make the movie messy, where lots of stuff happens and you dont know what's happening. If the movie is more gentle, focus on recording the action clearly and in stylish camera positions+movements. I know this sounds obvious, but it's often forgotten. A good movie should be a whole package where everything is working together. Make the editing and effects the same as the kind of movie. Watch the movie every now and then when you make progress and think what it would be like if you were a viewer. What would he expect and what would he like to see. To stop messages from being displayed in Multiplayer replays, open up cfg.txt wich is in the LFS folder. Search for 'MPR Message Block' and change it to 1, change it back to 0 afterwards if you want. Remeber to save it when LFS isnt running. Tips on the SHIFT + U usercamera. Avoid big fields of view. More than 90 degrees is too much. On the other hand, a Field of view smaller than 90 degrees will look like zooming wich does look good. Also, use at least some View smoothing to make the movement of the camera go more dynamic and not instant. A low movement speed is also recommended, I use something around 3 to 20m/s. Another advice is keep the continuity. Never go back in time (only if you want to get a flashback effect.) Good luck and have fun! {{Guides}} <!-- 多言語へのリンク --> [[de:Movie Tutorial]] [[en:Movie Tutorial]] 1850e5274e22106492acd13b8e769ab5a7f4f842 テンプレート:Track 10 1495 2131 2017-02-17T23:36:40Z Skylinekakkoii 57 ページの作成:「{| style="vertical-align:top;" ! style="background:#efefef;" | {{{Longname}}} | style="vertical-align:top; padding-top:5px" | 略称: {{{Shortname}}}<br>コース長: {{{...」 wikitext text/x-wiki {| style="vertical-align:top;" ! style="background:#efefef;" | {{{Longname}}} | style="vertical-align:top; padding-top:5px" | 略称: {{{Shortname}}}<br>コース長: {{{kmLength|N/A}}} km / {{{miLength|N/A}}} マイル |- | style="vertical-align:top;" |{{{Trackmap}}} {{{Description}}} |} cd4dc12f3a390c2a3b1223d671de7918f17c1be5 2132 2131 2017-02-17T23:39:42Z Skylinekakkoii 57 wikitext text/x-wiki {| style="vertical-align:top;" ! style="background:#efefef;" | {{{Longname}}} | style="vertical-align:top; rowspan="2" | 略称: {{{Shortname}}}<br>コース長: {{{kmLength|N/A}}} km / {{{miLength|N/A}}} マイル |- | style="vertical-align:top;" |{{{Trackmap}}} {{{Description}}} |} 6e7f20b1407ef9042b95254de172f11aaadf470d 2133 2132 2017-02-17T23:41:54Z Skylinekakkoii 57 レイアウトの変更 wikitext text/x-wiki {| style="vertical-align:top;" ! style="background:#efefef;" | {{{Longname}}} | style="vertical-align:top; rowspan="2" | 略称: {{{Shortname}}}<br />コース長: {{{kmLength|N/A}}} km / {{{miLength|N/A}}} マイル<br/>{{{Description}}} |- | style="vertical-align:top;" |{{{Trackmap}}} |} 3fedd1c2c3fe42c1683616afdd033230432dc2fe 2137 2133 2017-02-18T00:17:15Z Skylinekakkoii 57 wikitext text/x-wiki {| style="vertical-align:top;" ! style="background:#efefef;" | {{{Longname}}} | style="vertical-align:top; rowspan="2" | 略称: {{{Shortname}}}<br />コース長: {{{kmLength|N/A}}} km ({{{miLength|N/A}}} マイル)<br/>{{{Description}}} |- | style="vertical-align:top;" |{{{Trackmap}}} |} cef62de8f240a564ef726dd62639793d2d5c6443 Blackwood 0 1496 2134 2017-02-18T00:14:39Z Skylinekakkoii 57 英和訳 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:BL1HiRes.jpg|thumb|シケインの後の長いBlackwoodバックストレート]] Blackwood サーキットは、1つのオンロードコースと1つのラリークロスコースをもつ、イングランドの田舎を想定したサーキットです。 このサーキットはブラインドコーナーや、シケイン、低速コーナーから高速コーナーまで、様々な要素を持っていることから、多用途なサーキットとして知られています。 == GP Track == {{Track |Longname=Blackwood GP |Shortname=BL1 |Trackmap=[[Image:BL1.jpg|300px|none]] |kmLength=3.3 |miLength=2.1 |Description=BlackwoodサーキットはLFSの歴史の中で、三度に渡り刷新されてきました。1つはS2バージョンの始まりに、1つはパッチYに、そしてもう1つはバージョン0.6Rです。<br />S2バージョンでは、より良いピットレーンが追加され、いくつかの大きなバンプが削除されました。そしてパッチYでは、設備の向上やシケインのタイト化などが図られました。<br />バージョン0.6Rでは全てのBlackwoodの環境が刷新されました。<br />タイトなシケインが長くワイドなものに変わったとはいえ、Blackwoodの基本的な要素はスポイルされていません。タイトなヘアピン(最初のコーナー)、長いストレートやS字コーナーはBlackwoodの見た目とフィーリングを特徴づけています。}} == Historic == {{Track |Longname=Blackwood Historic |Shortname=BL2 |Trackmap= |kmLength=3.3 |miLength=2.1 |Description=1コーナーの後のシケインがない以外は、GP Trackと同じコースです。}} == Rallycross == [[Image:BL2 clear hires.jpg|thumb|Blackwood Rallycrossコースの泥の中を走り抜ける車たち]] {{Track |Longname=Blackwood Rallycross |Shortname=BL3 |Trackmap=[[Image:BL2.jpg|300px|none]] |kmLength=1.8 |miLength=1.2 |Description=このコースはとてもワイドで、スターティンググリッドから3ワイドになることもあるラリークロスレースには理想的と言えます。たくさんのオーバーテイクスポットがあります。<br />このコースで難しいのは、泥のセクションにある、小さな丘とバンプです。サスペンションとクラッチにダメージが入らないように気を付けましょう。<br />とにかく車を安定させることがあなたのメインタスクです。<br />50%がターマックで、50%がグラベルコースです。}} == Car Park == {{Track |Longname=Blackwood Car Park |Shortname=BL4 |Trackmap=[[Image:BL4.jpg|250px|none|border]] |kmLength=N/A |miLength=N/A |Description=大きな駐車場です。オートクロスコースを作ったり、駐車を学ぶには最適な場所です。}} {{サーキット}} <!-- カテゴリ --> [[Category:Demoサーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Blackwood]] [[it:Piste:Blackwood]] [[hu:Pályák:Blackwood]] [[ru:Трассы:Blackwood]] f471e7434c1f9901c393c6024e7c536d67a1ccf6 2138 2134 2017-02-18T00:19:40Z Skylinekakkoii 57 リンクの追加と訂正 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:BL1HiRes.jpg|thumb|シケインの後の長いBlackwoodバックストレート]] [https://www.lfs.net/tracks/BL Blackwood サーキット]は、2つのオンロードコースと1つのラリークロスコースをもつ、イングランドの田舎を想定したサーキットです。 このサーキットはブラインドコーナーや、シケイン、低速コーナーから高速コーナーまで、様々な要素を持っていることから、多用途なサーキットとして知られています。 == GP Track == {{Track |Longname=Blackwood GP |Shortname=BL1 |Trackmap=[[Image:BL1.jpg|300px|none]] |kmLength=3.3 |miLength=2.1 |Description=BlackwoodサーキットはLFSの歴史の中で、三度に渡り刷新されてきました。1つはS2バージョンの始まりに、1つはパッチYに、そしてもう1つはバージョン0.6Rです。<br />S2バージョンでは、より良いピットレーンが追加され、いくつかの大きなバンプが削除されました。そしてパッチYでは、設備の向上やシケインのタイト化などが図られました。<br />バージョン0.6Rでは全てのBlackwoodの環境が刷新されました。<br />タイトなシケインが長くワイドなものに変わったとはいえ、Blackwoodの基本的な要素はスポイルされていません。タイトなヘアピン(最初のコーナー)、長いストレートやS字コーナーはBlackwoodの見た目とフィーリングを特徴づけています。}} == Historic == {{Track |Longname=Blackwood Historic |Shortname=BL2 |Trackmap= |kmLength=3.3 |miLength=2.1 |Description=1コーナーの後のシケインがない以外は、GP Trackと同じコースです。}} == Rallycross == [[Image:BL2 clear hires.jpg|thumb|Blackwood Rallycrossコースの泥の中を走り抜ける車たち]] {{Track |Longname=Blackwood Rallycross |Shortname=BL3 |Trackmap=[[Image:BL2.jpg|300px|none]] |kmLength=1.8 |miLength=1.2 |Description=このコースはとてもワイドで、スターティンググリッドから3ワイドになることもあるラリークロスレースには理想的と言えます。たくさんのオーバーテイクスポットがあります。<br />このコースで難しいのは、泥のセクションにある、小さな丘とバンプです。サスペンションとクラッチにダメージが入らないように気を付けましょう。<br />とにかく車を安定させることがあなたのメインタスクです。<br />50%がターマックで、50%がグラベルコースです。}} == Car Park == {{Track |Longname=Blackwood Car Park |Shortname=BL4 |Trackmap=[[Image:BL4.jpg|250px|none|border]] |kmLength=N/A |miLength=N/A |Description=大きな駐車場です。オートクロスコースを作ったり、駐車を学ぶには最適な場所です。}} {{サーキット}} <!-- カテゴリ --> [[Category:Demoサーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Blackwood]] [[it:Piste:Blackwood]] [[hu:Pályák:Blackwood]] [[ru:Трассы:Blackwood]] f2c10a8cc52653138052a5aea04dbb01d5baec63 2140 2138 2017-02-18T00:24:57Z Skylinekakkoii 57 /* Rallycross */ 英ターマックは誤用らしいです wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:BL1HiRes.jpg|thumb|シケインの後の長いBlackwoodバックストレート]] [https://www.lfs.net/tracks/BL Blackwood サーキット]は、2つのオンロードコースと1つのラリークロスコースをもつ、イングランドの田舎を想定したサーキットです。 このサーキットはブラインドコーナーや、シケイン、低速コーナーから高速コーナーまで、様々な要素を持っていることから、多用途なサーキットとして知られています。 == GP Track == {{Track |Longname=Blackwood GP |Shortname=BL1 |Trackmap=[[Image:BL1.jpg|300px|none]] |kmLength=3.3 |miLength=2.1 |Description=BlackwoodサーキットはLFSの歴史の中で、三度に渡り刷新されてきました。1つはS2バージョンの始まりに、1つはパッチYに、そしてもう1つはバージョン0.6Rです。<br />S2バージョンでは、より良いピットレーンが追加され、いくつかの大きなバンプが削除されました。そしてパッチYでは、設備の向上やシケインのタイト化などが図られました。<br />バージョン0.6Rでは全てのBlackwoodの環境が刷新されました。<br />タイトなシケインが長くワイドなものに変わったとはいえ、Blackwoodの基本的な要素はスポイルされていません。タイトなヘアピン(最初のコーナー)、長いストレートやS字コーナーはBlackwoodの見た目とフィーリングを特徴づけています。}} == Historic == {{Track |Longname=Blackwood Historic |Shortname=BL2 |Trackmap= |kmLength=3.3 |miLength=2.1 |Description=1コーナーの後のシケインがない以外は、GP Trackと同じコースです。}} == Rallycross == [[Image:BL2 clear hires.jpg|thumb|Blackwood Rallycrossコースの泥の中を走り抜ける車たち]] {{Track |Longname=Blackwood Rallycross |Shortname=BL3 |Trackmap=[[Image:BL2.jpg|300px|none]] |kmLength=1.8 |miLength=1.2 |Description=このコースはとてもワイドで、スターティンググリッドから3ワイドになることもあるラリークロスレースには理想的と言えます。たくさんのオーバーテイクスポットがあります。<br />このコースで難しいのは、泥のセクションにある、小さな丘とバンプです。サスペンションとクラッチにダメージが入らないように気を付けましょう。<br />とにかく車を安定させることがあなたのメインタスクです。<br />50%がアスファルトで、50%がグラベルコースです。}} == Car Park == {{Track |Longname=Blackwood Car Park |Shortname=BL4 |Trackmap=[[Image:BL4.jpg|250px|none|border]] |kmLength=N/A |miLength=N/A |Description=大きな駐車場です。オートクロスコースを作ったり、駐車を学ぶには最適な場所です。}} {{サーキット}} <!-- カテゴリ --> [[Category:Demoサーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Blackwood]] [[it:Piste:Blackwood]] [[hu:Pályák:Blackwood]] [[ru:Трассы:Blackwood]] 23cf7c67dd744e438c56754398bbfced81c2269f カテゴリ:Demoサーキット 14 1497 2135 2017-02-18T00:15:10Z Skylinekakkoii 57 空白のページを作成しました wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 2136 2135 2017-02-18T00:16:08Z Skylinekakkoii 57 子カテゴリ化 wikitext text/x-wiki [[Category:サーキット]] 64c138a1e6e3a46a2692b8e5b99d4239def52d02 カテゴリ:S1サーキット 14 1498 2141 2017-02-18T00:25:48Z Skylinekakkoii 57 ページの作成:「[[Category:サーキット]]」 wikitext text/x-wiki [[Category:サーキット]] 64c138a1e6e3a46a2692b8e5b99d4239def52d02 カテゴリ:S2サーキット 14 1499 2142 2017-02-18T00:26:01Z Skylinekakkoii 57 ページの作成:「[[Category:サーキット]]」 wikitext text/x-wiki [[Category:サーキット]] 64c138a1e6e3a46a2692b8e5b99d4239def52d02 カテゴリ:S3サーキット 14 1500 2143 2017-02-18T00:26:13Z Skylinekakkoii 57 ページの作成:「[[Category:サーキット]]」 wikitext text/x-wiki [[Category:サーキット]] 64c138a1e6e3a46a2692b8e5b99d4239def52d02 Rockingham 0 1501 2145 2017-02-18T00:36:43Z Skylinekakkoii 57 英和訳 説明を追加しても良かったのですが、英語版に合わせて更新しようと思います。 wikitext text/x-wiki [[Image:ROK VWS7.jpg|thumb|300px|Rockingham のピットレーン]] [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 == ISSC == {{Track |Longname=Rockingham ISSC |Shortname=RO1 |Trackmap=[[Image:RO1-Pits.png|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=説明は準備中です...}} == National == {{Track |Longname=Rockingham National |Shortname=RO2 |Trackmap=[[Image:RO2-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です....}} == Oval == {{Track |Longname=Rockingham Oval |Shortname=RO3 |Trackmap=[[Image:RO3-Pits.png|300px|none]] |kmLength=2.4 |miLength=1.5 |Description=説明は準備中です...}} == ISSC Long == {{Track |Longname=Rockingham ISSC Long |Shortname=RO4 |Trackmap=[[Image:RO4-Pits.png|300px|none]] |kmLength=3.3 |miLength=2.0 |Description=説明は準備中です....}} == Lake == {{Track |Longname=Rockingham Lake |Shortname=RO5 |Trackmap=[[Image:RO5.png|300px|none]] |kmLength=1.0 |miLength=0.7 |Description=説明は準備中です...}} == Handling == {{Track |Longname=Rockingham Handling |Shortname=RO6 |Trackmap=[[Image:RO6-Pits.png|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=説明は準備中です...}} == International == {{Track |Longname=Rockingham International |Shortname=RO7 |Trackmap=[[Image:RO7-Pits.png|300px|none]] |kmLength=3.9 |miLength=2.4 |Description=説明は準備中です...}} == Historic == {{Track |Longname=Rockingham Historic |Shortname=RO8 |Trackmap=[[Image:RO8-Pits.png|300px|none]] |kmLength=3.6 |miLength=2.2 |Description=説明は準備中です...}} == Historic Short == {{Track |Longname=Rockingham Historic Short |Shortname=RO9 |Trackmap=[[Image:RO9-Pits.png|300px|none]] |kmLength=2.2 |miLength=1.4 |Description=説明は準備中です...}} == International Long == {{Track |Longname=Rockingham International Long |Shortname=RO10 |Trackmap=[[Image:RO10-Pits.png|300px|none]] |kmLength=4.1 |miLength=2.5 |Description=説明は準備中です...}} == Sportscar == {{Track |Longname=Rockingham Sportscar |Shortname=RO11 |Trackmap=[[Image:RO11-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です...}} {{サーキット}} <!-- カテゴリー --> [[Category:S3サーキット]] <!-- 多言語へのリンク --> [[en:Track:Rockingham]] [[hu:Pályák:Rockingham]] [[it:Piste:Rockingham]] [[ru:Трассы:Rockingham]] 6cc3d46d116537d504c1035ad6bbde8462b04ffb 2148 2145 2017-02-18T00:57:21Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:ROK VWS7.jpg|thumb|300px|Rockingham のピットレーン]] [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 == ISSC == {{Track |Longname=Rockingham ISSC |Shortname=RO1 |Trackmap=[[Image:RO1-Pits.png|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=説明は準備中です...}} == National == {{Track |Longname=Rockingham National |Shortname=RO2 |Trackmap=[[Image:RO2-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です....}} == Oval == {{Track |Longname=Rockingham Oval |Shortname=RO3 |Trackmap=[[Image:RO3-Pits.png|300px|none]] |kmLength=2.4 |miLength=1.5 |Description=説明は準備中です...}} == ISSC Long == {{Track |Longname=Rockingham ISSC Long |Shortname=RO4 |Trackmap=[[Image:RO4-Pits.png|300px|none]] |kmLength=3.3 |miLength=2.0 |Description=説明は準備中です....}} == Lake == {{Track |Longname=Rockingham Lake |Shortname=RO5 |Trackmap=[[Image:RO5.png|300px|none]] |kmLength=1.0 |miLength=0.7 |Description=説明は準備中です...}} == Handling == {{Track |Longname=Rockingham Handling |Shortname=RO6 |Trackmap=[[Image:RO6-Pits.png|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=説明は準備中です...}} == International == {{Track |Longname=Rockingham International |Shortname=RO7 |Trackmap=[[Image:RO7-Pits.png|300px|none]] |kmLength=3.9 |miLength=2.4 |Description=説明は準備中です...}} == Historic == {{Track |Longname=Rockingham Historic |Shortname=RO8 |Trackmap=[[Image:RO8-Pits.png|300px|none]] |kmLength=3.6 |miLength=2.2 |Description=説明は準備中です...}} == Historic Short == {{Track |Longname=Rockingham Historic Short |Shortname=RO9 |Trackmap=[[Image:RO9-Pits.png|300px|none]] |kmLength=2.2 |miLength=1.4 |Description=説明は準備中です...}} == International Long == {{Track |Longname=Rockingham International Long |Shortname=RO10 |Trackmap=[[Image:RO10-Pits.png|300px|none]] |kmLength=4.1 |miLength=2.5 |Description=説明は準備中です...}} == Sportscar == {{Track |Longname=Rockingham Sportscar |Shortname=RO11 |Trackmap=[[Image:RO11-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です...}} {{サーキット}} <!-- カテゴリ --> [[Category:S3サーキット]] <!-- 多言語へのリンク --> [[en:Track:Rockingham]] [[hu:Pályák:Rockingham]] [[it:Piste:Rockingham]] [[ru:Трассы:Rockingham]] c4b5b383a2dd830567921fc23681d7e5e7d8e677 サーキット:Autocross 0 1502 2146 2017-02-18T00:56:10Z Skylinekakkoii 57 英和訳 wikitext text/x-wiki [[Image:AutoxLX6.jpg|thumb|オートクロスコースにおける LX4 のレース]] [[Image:DragPictureS1.jpg|thumb|ドラッグコースに並ぶS1の車たち]] Autocross は Test Area としても知られており、閉鎖されたサーキットを持たないエリアです。その代わりに、ここではセットアップテストや、オートクロスエリアやスキッドパッドでの自由なレース、そしてドラッグレースが行われます。また、ここは[[オートクロス]]エディタを使うのに最適な場所です。広く開けた空間はあなたのコース作りに大いに役立つでしょう。 == Autocross == {{Track |Longname=Autocross |Shortname=AU1 |Trackmap=[[Image:AU1.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=ここは主にオートクロスコースを作るのにデザインされた二個目のエリアです。太いLのような形をしています。あなたの想像力がここのコースの楽しさを生み出すでしょう。}} == Skid Pad == {{Track |Longname=Autocross Skid Pad |Shortname=AU2 |Trackmap=[[Image:AU2.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=あなたの車のグリップ力を試したいですか? あなたのセットアップは完璧なコーナリングをこなせますか? Skid Pad はそれらを試す場所です。しかし、それ以外にやることはありません。ここにずっといてもあなたをフラつかせるだけです。}} == Drag Strip == {{Track |Longname=Drag Strip |Shortname=AU3 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=1/4マイル (402m) の直線です。2人のプレイヤーが、1対1でそのスロットルコントロールとシフトスピードをフルに生かしてレースできる場所です。}} == 8 Lane Drag == {{Track |Longname=8 Lane Drag |Shortname=AU4 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=Drag Stripと全く同じですが、こちらでは8人のドライバーが同時に走ることができます。}} {{サーキット}} <!-- カテゴリー --> [[Category:S1サーキット]] <!-- 多言語へのリンク --> [[de:Strecken:Autocross]] [[en:Tracks:Autocross]] [[es:Circuitos:Autocross]] [[hu:Pályák:Autocross]] [[it:Piste:Autocross]] [[ru:Трассы:Autocross]] b3aeb7ff2b7e3a6dbfbad9d8137548c1e7706b2d 2147 2146 2017-02-18T00:56:36Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:AutoxLX6.jpg|thumb|オートクロスコースにおける LX4 のレース]] [[Image:DragPictureS1.jpg|thumb|ドラッグコースに並ぶS1の車たち]] Autocross は Test Area としても知られており、閉鎖されたサーキットを持たないエリアです。その代わりに、ここではセットアップテストや、オートクロスエリアやスキッドパッドでの自由なレース、そしてドラッグレースが行われます。また、ここは[[オートクロス]]エディタを使うのに最適な場所です。広く開けた空間はあなたのコース作りに大いに役立つでしょう。 == Autocross == {{Track |Longname=Autocross |Shortname=AU1 |Trackmap=[[Image:AU1.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=ここは主にオートクロスコースを作るのにデザインされた二個目のエリアです。太いLのような形をしています。あなたの想像力がここのコースの楽しさを生み出すでしょう。}} == Skid Pad == {{Track |Longname=Autocross Skid Pad |Shortname=AU2 |Trackmap=[[Image:AU2.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=あなたの車のグリップ力を試したいですか? あなたのセットアップは完璧なコーナリングをこなせますか? Skid Pad はそれらを試す場所です。しかし、それ以外にやることはありません。ここにずっといてもあなたをフラつかせるだけです。}} == Drag Strip == {{Track |Longname=Drag Strip |Shortname=AU3 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=1/4マイル (402m) の直線です。2人のプレイヤーが、1対1でそのスロットルコントロールとシフトスピードをフルに生かしてレースできる場所です。}} == 8 Lane Drag == {{Track |Longname=8 Lane Drag |Shortname=AU4 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=Drag Stripと全く同じですが、こちらでは8人のドライバーが同時に走ることができます。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 多言語へのリンク --> [[de:Strecken:Autocross]] [[en:Tracks:Autocross]] [[es:Circuitos:Autocross]] [[hu:Pályák:Autocross]] [[it:Piste:Autocross]] [[ru:Трассы:Autocross]] 126ef8c89c562335aec2650159359e486b6129e1 2151 2147 2017-02-18T01:01:26Z Skylinekakkoii 57 リンクを拡張 wikitext text/x-wiki [[Image:AutoxLX6.jpg|thumb|オートクロスコースにおける LX4 のレース]] [[Image:DragPictureS1.jpg|thumb|ドラッグコースに並ぶS1の車たち]] Autocross は Test Area としても知られており、閉鎖されたサーキットを持たないエリアです。その代わりに、ここではセットアップテストや、オートクロスエリアやスキッドパッドでの自由なレース、そしてドラッグレースが行われます。また、ここは[[オートクロス#オートクロスエディタ|オートクロスエディタ]]を使うのに最適な場所です。広く開けた空間はあなたのコース作りに大いに役立つでしょう。 == Autocross == {{Track |Longname=Autocross |Shortname=AU1 |Trackmap=[[Image:AU1.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=ここは主にオートクロスコースを作るのにデザインされた二個目のエリアです。太いLのような形をしています。あなたの想像力がここのコースの楽しさを生み出すでしょう。}} == Skid Pad == {{Track |Longname=Autocross Skid Pad |Shortname=AU2 |Trackmap=[[Image:AU2.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=あなたの車のグリップ力を試したいですか? あなたのセットアップは完璧なコーナリングをこなせますか? Skid Pad はそれらを試す場所です。しかし、それ以外にやることはありません。ここにずっといてもあなたをフラつかせるだけです。}} == Drag Strip == {{Track |Longname=Drag Strip |Shortname=AU3 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=1/4マイル (402m) の直線です。2人のプレイヤーが、1対1でそのスロットルコントロールとシフトスピードをフルに生かしてレースできる場所です。}} == 8 Lane Drag == {{Track |Longname=8 Lane Drag |Shortname=AU4 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=Drag Stripと全く同じですが、こちらでは8人のドライバーが同時に走ることができます。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 多言語へのリンク --> [[de:Strecken:Autocross]] [[en:Tracks:Autocross]] [[es:Circuitos:Autocross]] [[hu:Pályák:Autocross]] [[it:Piste:Autocross]] [[ru:Трассы:Autocross]] 4da31a04ee87fad3136b77f6c8de9c40242c8334 オートクロスエディタ 0 1455 2149 2023 2017-02-18T01:00:00Z Skylinekakkoii 57 オートクロスエディタ操作マニュアル -> オートクロスエディタ wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] 注意 : オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に '''SHIFT+U''' を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、'''SPACEキー''' を押して '''edit''' をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。 スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。 また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトの設置 === オブジェクトの種類を選択し、'''Oキー''' を押すことで、オブジェクトを設置することができます。また '''「<」と「>」キー''' でオブジェクトの向きを変更できます。何も選択されていない状態で '''Mキー''' を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、'''OキーやMキー''' を押すと、1mグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。LFSには、赤と白のの縁石や傾斜コンクリート、広告バナー、動かすことのできる藁ベール、パイロン、左右のマーカーなどの多くのオブジェクトがあります。 そのうちいくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントの設置 === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] オートクロスにはフィニッシュラインと最低でも一つのチェックポイントが必要です。これによってコースとして定義することができ、またスプリットタイムを計測することができます。 '''Fキーか1,2,3キー''' を押すことで、フィニッシュラインやチェックポイントを設置します。オブジェクトの設置で行ったように、'''Mキー''' を押すことで幅や方向を調整することができます。 チェックポイントは走行中には見えません。コースを編集するときは、パイロンなどのオブジェクトを使って、ドライバーが必ずチェックポイント通過するようにして下さい。 '''WキーとEキー''' を使ってチェックポイントの幅を変更できます。 注意 : チェックポイントにおいて、方向は重要です。正しい方向でチェックポイントを通過するようにしなければ、タイムは計測されません。 チェックポイントは角括弧のような見た目になっています。"["の右側から左側へ車が通過するように設置して下さい。 === 制限区域とルートコントロール === "marshall"モードでは、マーシャルエリア(制限区域)とルートチェッカーを設置することができます。[[Image:Routechecker.png|thumb|ルートチェッカー]] マーシャルエリアは赤い円で表示されます。シングルプレイヤーモードでそこに進入すると、プレイヤーは45秒のペナルティを科されます。マルチプレイヤーモードの場合、プレイヤーは強制的に観戦モードにされます。 ルートチェッカーは緑の円で表示されます。全てのルートチェッカーはルートインデックス番号を持っており、選択時に画面上部右に表示されます。 車が正しい順序で通るよう、チェッカーを設置して下さい。間違った順序で通過すると、ペナルティを受けたり、強制的に観戦モードにされたりしてしまいます。 ルートインデックスは、ルートチェッカーが設置される際に自動的に生成されます。route indexボタンを押すことで、手動でルートインデックスを編集することができます。 === レースコントロールオブジェクト === "control"と呼ばれる専用のオブジェクトカテゴリがあります。このカテゴリではレースグリッドなどを変更することができます。 スターティンググリッドは最大 40個 のカスタムポジションを設置することで変更できます。ガレージやピットを他の場所へ移動したい場合は、新しいカスタムピットスタートポイントやピットストッポボックスを設置して下さい。 使用しようとしているレイアウトがスタートライトを使わない設定になっている場合、カスタムスタートライトを設置することができます。 === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[:en:Views#Free-floating_camera|フリーカメラ(英語)]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + '''OまたはMキー''' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 7808d4acdf5a1f55ade0430efcd310553066ad15 2150 2149 2017-02-18T01:00:33Z Skylinekakkoii 57 /* オートクロスエディタ */ 注意を太字に wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] '''注意:''' オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に '''SHIFT+U''' を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、'''SPACEキー''' を押して '''edit''' をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。 スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。 また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトの設置 === オブジェクトの種類を選択し、'''Oキー''' を押すことで、オブジェクトを設置することができます。また '''「<」と「>」キー''' でオブジェクトの向きを変更できます。何も選択されていない状態で '''Mキー''' を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、'''OキーやMキー''' を押すと、1mグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。LFSには、赤と白のの縁石や傾斜コンクリート、広告バナー、動かすことのできる藁ベール、パイロン、左右のマーカーなどの多くのオブジェクトがあります。 そのうちいくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントの設置 === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] オートクロスにはフィニッシュラインと最低でも一つのチェックポイントが必要です。これによってコースとして定義することができ、またスプリットタイムを計測することができます。 '''Fキーか1,2,3キー''' を押すことで、フィニッシュラインやチェックポイントを設置します。オブジェクトの設置で行ったように、'''Mキー''' を押すことで幅や方向を調整することができます。 チェックポイントは走行中には見えません。コースを編集するときは、パイロンなどのオブジェクトを使って、ドライバーが必ずチェックポイント通過するようにして下さい。 '''WキーとEキー''' を使ってチェックポイントの幅を変更できます。 注意 : チェックポイントにおいて、方向は重要です。正しい方向でチェックポイントを通過するようにしなければ、タイムは計測されません。 チェックポイントは角括弧のような見た目になっています。"["の右側から左側へ車が通過するように設置して下さい。 === 制限区域とルートコントロール === "marshall"モードでは、マーシャルエリア(制限区域)とルートチェッカーを設置することができます。[[Image:Routechecker.png|thumb|ルートチェッカー]] マーシャルエリアは赤い円で表示されます。シングルプレイヤーモードでそこに進入すると、プレイヤーは45秒のペナルティを科されます。マルチプレイヤーモードの場合、プレイヤーは強制的に観戦モードにされます。 ルートチェッカーは緑の円で表示されます。全てのルートチェッカーはルートインデックス番号を持っており、選択時に画面上部右に表示されます。 車が正しい順序で通るよう、チェッカーを設置して下さい。間違った順序で通過すると、ペナルティを受けたり、強制的に観戦モードにされたりしてしまいます。 ルートインデックスは、ルートチェッカーが設置される際に自動的に生成されます。route indexボタンを押すことで、手動でルートインデックスを編集することができます。 === レースコントロールオブジェクト === "control"と呼ばれる専用のオブジェクトカテゴリがあります。このカテゴリではレースグリッドなどを変更することができます。 スターティンググリッドは最大 40個 のカスタムポジションを設置することで変更できます。ガレージやピットを他の場所へ移動したい場合は、新しいカスタムピットスタートポイントやピットストッポボックスを設置して下さい。 使用しようとしているレイアウトがスタートライトを使わない設定になっている場合、カスタムスタートライトを設置することができます。 === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[:en:Views#Free-floating_camera|フリーカメラ(英語)]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + '''OまたはMキー''' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 1149a43be2a478f47691608fa9d91923511bde67 ゲームモード 0 1412 2152 2081 2017-02-18T01:11:02Z Skylinekakkoii 57 /* ホストの一覧表示 */ リンクの変更 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[車:クラスなし#UF_1000|UF1]] !! [[車:クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[車:FRクラス#XF_GTI|XFG]] !! [[車:FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[車:FRクラス#XR_GT|XRG]] !! [[車:FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[車:クラスなし#LX4|LX4]] !! [[車:クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#MRT5|MRT]] !! [[車:シングルシータークラス#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_XR|FOX]] !! [[車:シングルシータークラス#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_BMW|FBM]] !! [[車:シングルシータークラス#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[車:シングルシータークラス#Formula_V8|FO8]] !! [[車:シングルシータークラス#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#BMW_Sauber_F1|BF1]] !! [[車:シングルシータークラス#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[サーキット:Blackwood|BL]] !! [[サーキット:Blackwood|Blackwood]] |[[サーキット:Blackwood#GP_Track|GP]], [[サーキット:Blackwood#Historic|Historic]], [[サーキット:Blackwood#Rallycross|Rallycross]], [[サーキット:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[サーキット:Autocross|AU]] !! [[サーキット:Autocross|Autocross]] |[[サーキット:Autocross#Autocross|Autocross]], [[サーキット:Autocross#Skid_Pad|Skid Pad]], [[サーキット:Autocross#Drag_Strip|Drag Strip]], [[サーキット:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[サーキット:Rockingham|RO]] !! [[サーキット:Rockingham|Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]], [[サーキット:Rockingham#National|National]], [[サーキット:Rockingham#Oval|Oval]], [[サーキット:Rockingham#ISSC_Long|ISSC Long]], [[サーキット:Rockingham#Lake|Lake]], [[サーキット:Rockingham#Handling|Handling]], [[サーキット:Rockingham#International|International]], [[サーキット:Rockingham#Historic|Historic]], [[サーキット:Rockingham#Historic_Short|Historic Short]], [[サーキット:Rockingham#International_Long|International Long]], [[サーキット:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。 ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] Next we will cover the last button; the track selection button, pretty important as we need a safe place to race our cars, hey? You will see a small map showing the selected track from an overhead view and details on the overall length of that track. There are seven major track areas for racing, the sevenths area Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[キーコンフィグ#LFS_World_コマンド]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、保存後すぐに再生が始まってしまいますが、マルチプレイなどで再生できない場合は'2'キーを押すことをお勧めします。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[キーコンフィグ#リプレイ操作]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] b0919f2ef42c3a9d82c51aa93d39012f4ee7f784 その他 0 1465 2153 1902 2017-02-18T01:21:57Z Skylinekakkoii 57 wikitext text/x-wiki == AIをトレーニングする == The AI (Artificial Intelligence) in LFS is very good considering the AI in other Sims, the AI learn as they drive and compete, however the lines they use are quite weird, It appears at slower speed and corners the lines are not bad, but as levels and speed increase, they bounce off walls and do some stupid things. To train the AI you select the level of learning and setup, you want to use and set the track and amount of laps, Scawen has told me the AI learn in all modes as long as 1 lap is completed, He suggests it is a good idea to include a faster and a slower car in the pack to randomize the pack and make the AI work to pass slow etc. He has taken onboard some suggestions for future updates to training such as a progressive training mode that will cycle through a set range of tracks cars and learning levels adding faster and slower cars, so you can set and train overnight / weekends etc in unattended mode. There are five different levels of training availavle from newbie to pro. It appears that there is no cumulative effect or progressive knowledge gained from a previous level, this is based on each .knw file being specific to a track and level, to explain this further, we’ll look into the use of the .knw file, This is found in the knw folder here the stored results of the training for each individual AI is kept. I.E. You train AI 1 at South City Classic in “learner” mode using FXO TURBO car, it saves the completed knowledge file (.knw) as “AI1_FXOTURBO_SthCty_Clssc_LEARNER.knw”, now if we train the same AI1 and car / setup at the higher Pro level it saves a different file “AI1_FXOTURBO_SthCty_Clssc_PRO.knw”. This indicates there is no progressive learning, which is a shame I’d like to see the AI learn from previous levels incrementally, at lower /slower levels the AI have smooth non-wall banging moves, this disappears the moment Quick or Pro levels are introduced. Beware if at a later date you change the AI name from AI x to a proper name like Schumacher or Brock, it will no longer be trained, it depends on the .knw file to be the same name as the AI or that training is not associated with the car, The same doesn’t apply to setups, change the setup with the same AI and it adds that setup to its knowledge base, this is evident when the race starts as there is no “drivers first time” message displayed. The best way to train the AI is to be methodical about it. First determine what level of competence you really are at in LFS in your own driving ability, be honest! Then train the AI at that level to provide you with some good competition and improve your skills. These are the best ways I find to train at first, select your range of cars, I select 8 of one class, maybe gti and add some faster cars and make one GTi real slow by fooling around with the gearing so it can only do 80 mph top! Set the laps to practice, track to whatever and start racing, record the times of the main cars (GTi class) after first flying lap is completed (end of lap 2) and go to bed or away for the weekend. I have made an Excel worksheet for this purpose (Avail at RSC). When you return, record the last lap times in the worksheet I have provided, giving you the improvement time for that car at this level of training. Then end race. This saves the .knw files, repeat for all cars all tracks all levels and then race against the AI at the lower levels till you can pass them under brakes avoid the mishaps and beat them every time, then you move up to the next level of AI, when you can race and beat them at Pro level go online, you are now experienced and safe to race against. Scawen suggests the AI learn to a high level of competence in about 60 laps. <!-- 多言語へのリンク --> [[de:Sonstiges]] [[en:Misc]] fd5dc785db25c52280718cee3fb0060f18a0604c 2157 2153 2017-02-18T02:44:11Z Skylinekakkoii 57 Skylinekakkoii がページ「[[雑記]]」を「[[その他]]」に移動しました: 誤訳 wikitext text/x-wiki == AIをトレーニングする == The AI (Artificial Intelligence) in LFS is very good considering the AI in other Sims, the AI learn as they drive and compete, however the lines they use are quite weird, It appears at slower speed and corners the lines are not bad, but as levels and speed increase, they bounce off walls and do some stupid things. To train the AI you select the level of learning and setup, you want to use and set the track and amount of laps, Scawen has told me the AI learn in all modes as long as 1 lap is completed, He suggests it is a good idea to include a faster and a slower car in the pack to randomize the pack and make the AI work to pass slow etc. He has taken onboard some suggestions for future updates to training such as a progressive training mode that will cycle through a set range of tracks cars and learning levels adding faster and slower cars, so you can set and train overnight / weekends etc in unattended mode. There are five different levels of training availavle from newbie to pro. It appears that there is no cumulative effect or progressive knowledge gained from a previous level, this is based on each .knw file being specific to a track and level, to explain this further, we’ll look into the use of the .knw file, This is found in the knw folder here the stored results of the training for each individual AI is kept. I.E. You train AI 1 at South City Classic in “learner” mode using FXO TURBO car, it saves the completed knowledge file (.knw) as “AI1_FXOTURBO_SthCty_Clssc_LEARNER.knw”, now if we train the same AI1 and car / setup at the higher Pro level it saves a different file “AI1_FXOTURBO_SthCty_Clssc_PRO.knw”. This indicates there is no progressive learning, which is a shame I’d like to see the AI learn from previous levels incrementally, at lower /slower levels the AI have smooth non-wall banging moves, this disappears the moment Quick or Pro levels are introduced. Beware if at a later date you change the AI name from AI x to a proper name like Schumacher or Brock, it will no longer be trained, it depends on the .knw file to be the same name as the AI or that training is not associated with the car, The same doesn’t apply to setups, change the setup with the same AI and it adds that setup to its knowledge base, this is evident when the race starts as there is no “drivers first time” message displayed. The best way to train the AI is to be methodical about it. First determine what level of competence you really are at in LFS in your own driving ability, be honest! Then train the AI at that level to provide you with some good competition and improve your skills. These are the best ways I find to train at first, select your range of cars, I select 8 of one class, maybe gti and add some faster cars and make one GTi real slow by fooling around with the gearing so it can only do 80 mph top! Set the laps to practice, track to whatever and start racing, record the times of the main cars (GTi class) after first flying lap is completed (end of lap 2) and go to bed or away for the weekend. I have made an Excel worksheet for this purpose (Avail at RSC). When you return, record the last lap times in the worksheet I have provided, giving you the improvement time for that car at this level of training. Then end race. This saves the .knw files, repeat for all cars all tracks all levels and then race against the AI at the lower levels till you can pass them under brakes avoid the mishaps and beat them every time, then you move up to the next level of AI, when you can race and beat them at Pro level go online, you are now experienced and safe to race against. Scawen suggests the AI learn to a high level of competence in about 60 laps. <!-- 多言語へのリンク --> [[de:Sonstiges]] [[en:Misc]] fd5dc785db25c52280718cee3fb0060f18a0604c FAQ 0 1436 2154 1767 2017-02-18T02:42:22Z Skylinekakkoii 57 英最新版のコピー & 一部翻訳 wikitext text/x-wiki [[Image:Lfsfaq.gif|LFS FAQ]] == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。No arcade modes, no steering aids (if the server admin so chooses, no arcade views) - YOU have to do the driving. LFSは、S3を最高とする3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === A small [[クレジット#Development_Team|development team]] - Scawen Roberts, Eric Bailey and Victor van Vlaardingen. Just them, there is no megacorp. inc. ltd. behind LFS, actually there's not even "a company" behind LFS:<br> <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen</blockquote> As of October 2006, Victor has stepped down as permanent 'Technical Support' guy, although he plans to retain a role in LFS in some capacity. His place will be filled by Geraldine, Scawen's wife, and she is ideally placed to further the massive contributions made by Victor. As of May 2007 Victor has been in charge of Yordise Merchandise, a web shop solution which also sells [http://www.lfsshop.com/ Live for Speed branded clothes] with permission from Live for Speed. === 全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|credits]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads ===Why should I bother? === LFS is one of the best racing simulations to date. Some consider it to be ''the'' best. Superb physics give realistic handling and superb netcode gives excellent online racing. More than that, LFS offers the chance to join a community with a very close relationship to the developers. Many of the features you see in the the current patch were suggested by forum members. == リリース情報 == === いつどのようにLFSはリリースされたの? === S1 が 2003-7-13 にリリースされました。<br /> S2 Alpha が 2005-6-25 にリリースされました。<br /> S2 unknown.<br /> S3 unknown. === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] Conversion of common prices: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> For other currencies, see [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] === S2での新機能は何? === First version of damage, graphical and sound improvements, pitstops, driver changes, new cars, new tracks and much more.プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは[https://www.lfs.net/shop/ こちら]から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお済みの方でしたら、小切手をお送り頂くことでも可能です。 ローカライズされたショップがいくつかあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 日本の方は、http://liveforspeed.jpn.ch/ をご利用下さい。 '''訳注:''' 残念ながら、2017年2月現在ではこちらのサイトはご利用いただけないようです。[https://www.lfs.net/shop/ 公式ショップ]をご利用ください。 === Can I get LFS in my country? === You can buy LFS from any country provided you can make a payment [http://www.lfs.net/?page=shopinfo via accepted methods]. There are also some local shops where you can buy a license, as is listed in the previous FAQ entry. === LFSにはパブリッシャーがついていますか? === いいえ。''"私たちのプランは、完全な自由のために、独立した状態を保つことです。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 3 configurations to the track. So that's nine combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (2011年に公開予定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: * BL1 = Blackwood GP * BL1R = Blackwood GP Reversed * BL2 = Blackwood Rallycross * BL2R = Blackwood Rallycross Reversed * BL3 = Blackwood Car Park * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reversed * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reversed * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reversed * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reversed * FE5 = Fern Bay Rallycross * FE5R = Fern Bay Rallycross Reversed * FE6 = Fern Bay Rallycross Green * FE6R = Fern Bay Rallycross Green Reversed * SO1 = South City Classic * SO1R = South City Classic Reversed * SO2 = South City Sprint 1 * SO2R = South City Sprint 1 Reversed * SO3 = South City Sprint 2 * SO3R = South City Sprint 2 Reversed * SO4 = South City Long * SO4R = South City Long Reversed * SO5 = South City Town Course * SO5R = South City Town Course Reversed * SO6 = South City Chicane Route * SO6R = South Chicane Route Reversed * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto Ring Oval * KY1R = Kyoto Ring Oval Reversed * KY2 = Kyoto Ring National * KY2R = Kyoto Ring National reversed * KY3 = Kyoto Ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill National * WE1R = Westhill National reversed * WE2 = Westhill International * WE2R = Westhill International reversed * WE3 = Westhill Car Park * WE4 = Westhill Karting * WE4R = Westhill Karting reversed * WE5 = Westhill Karting National * WE5R = Westhill Karting National reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand Prix * AS5R = Aston Grand Prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed (パッチZ30から) Add X or Y to get the particular track's open config version. For example AS7X would be Aston open config track with AS7 startgrid. === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitのどちらのWindows(XP, Vista, 7, 8 and 10)でも動作します。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === Yes, [http://www.widescreengamingforum.com/forum/viewtopic.php?t=6739 as tested by Widescreengamingforum.com], LFS has full support for widescreen monitors. As well as for multiple monitors. <br> Notes:<br> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]]. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 多言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 9c23c25a8377b985125b18a9c37c1dab00ed5fa7 2155 2154 2017-02-18T02:42:50Z Skylinekakkoii 57 /* LFSについて */ wikitext text/x-wiki [[Image:Lfsfaq.gif|LFS FAQ]] == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。No arcade modes, no steering aids (if the server admin so chooses, no arcade views) - YOU have to do the driving. LFSは、S3を最高とする3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === A small [[クレジット#Development_Team|development team]] - Scawen Roberts, Eric Bailey and Victor van Vlaardingen. Just them, there is no megacorp. inc. ltd. behind LFS, actually there's not even "a company" behind LFS:<br> <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen</blockquote> As of October 2006, Victor has stepped down as permanent 'Technical Support' guy, although he plans to retain a role in LFS in some capacity. His place will be filled by Geraldine, Scawen's wife, and she is ideally placed to further the massive contributions made by Victor. As of May 2007 Victor has been in charge of Yordise Merchandise, a web shop solution which also sells [http://www.lfsshop.com/ Live for Speed branded clothes] with permission from Live for Speed. === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|credits]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads ===Why should I bother? === LFS is one of the best racing simulations to date. Some consider it to be ''the'' best. Superb physics give realistic handling and superb netcode gives excellent online racing. More than that, LFS offers the chance to join a community with a very close relationship to the developers. Many of the features you see in the the current patch were suggested by forum members. == リリース情報 == === いつどのようにLFSはリリースされたの? === S1 が 2003-7-13 にリリースされました。<br /> S2 Alpha が 2005-6-25 にリリースされました。<br /> S2 unknown.<br /> S3 unknown. === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] Conversion of common prices: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> For other currencies, see [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] === S2での新機能は何? === First version of damage, graphical and sound improvements, pitstops, driver changes, new cars, new tracks and much more.プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは[https://www.lfs.net/shop/ こちら]から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお済みの方でしたら、小切手をお送り頂くことでも可能です。 ローカライズされたショップがいくつかあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 日本の方は、http://liveforspeed.jpn.ch/ をご利用下さい。 '''訳注:''' 残念ながら、2017年2月現在ではこちらのサイトはご利用いただけないようです。[https://www.lfs.net/shop/ 公式ショップ]をご利用ください。 === Can I get LFS in my country? === You can buy LFS from any country provided you can make a payment [http://www.lfs.net/?page=shopinfo via accepted methods]. There are also some local shops where you can buy a license, as is listed in the previous FAQ entry. === LFSにはパブリッシャーがついていますか? === いいえ。''"私たちのプランは、完全な自由のために、独立した状態を保つことです。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 3 configurations to the track. So that's nine combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (2011年に公開予定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: * BL1 = Blackwood GP * BL1R = Blackwood GP Reversed * BL2 = Blackwood Rallycross * BL2R = Blackwood Rallycross Reversed * BL3 = Blackwood Car Park * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reversed * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reversed * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reversed * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reversed * FE5 = Fern Bay Rallycross * FE5R = Fern Bay Rallycross Reversed * FE6 = Fern Bay Rallycross Green * FE6R = Fern Bay Rallycross Green Reversed * SO1 = South City Classic * SO1R = South City Classic Reversed * SO2 = South City Sprint 1 * SO2R = South City Sprint 1 Reversed * SO3 = South City Sprint 2 * SO3R = South City Sprint 2 Reversed * SO4 = South City Long * SO4R = South City Long Reversed * SO5 = South City Town Course * SO5R = South City Town Course Reversed * SO6 = South City Chicane Route * SO6R = South Chicane Route Reversed * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto Ring Oval * KY1R = Kyoto Ring Oval Reversed * KY2 = Kyoto Ring National * KY2R = Kyoto Ring National reversed * KY3 = Kyoto Ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill National * WE1R = Westhill National reversed * WE2 = Westhill International * WE2R = Westhill International reversed * WE3 = Westhill Car Park * WE4 = Westhill Karting * WE4R = Westhill Karting reversed * WE5 = Westhill Karting National * WE5R = Westhill Karting National reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand Prix * AS5R = Aston Grand Prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed (パッチZ30から) Add X or Y to get the particular track's open config version. For example AS7X would be Aston open config track with AS7 startgrid. === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitのどちらのWindows(XP, Vista, 7, 8 and 10)でも動作します。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === Yes, [http://www.widescreengamingforum.com/forum/viewtopic.php?t=6739 as tested by Widescreengamingforum.com], LFS has full support for widescreen monitors. As well as for multiple monitors. <br> Notes:<br> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]]. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 多言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 036ae1003ba2a70adf4272a5d31b22cb67897473 2156 2155 2017-02-18T02:43:12Z Skylinekakkoii 57 /* 関係者を全員教えてくれませんか? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|LFS FAQ]] == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。No arcade modes, no steering aids (if the server admin so chooses, no arcade views) - YOU have to do the driving. LFSは、S3を最高とする3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === A small [[クレジット#Development_Team|development team]] - Scawen Roberts, Eric Bailey and Victor van Vlaardingen. Just them, there is no megacorp. inc. ltd. behind LFS, actually there's not even "a company" behind LFS:<br> <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen</blockquote> As of October 2006, Victor has stepped down as permanent 'Technical Support' guy, although he plans to retain a role in LFS in some capacity. His place will be filled by Geraldine, Scawen's wife, and she is ideally placed to further the massive contributions made by Victor. As of May 2007 Victor has been in charge of Yordise Merchandise, a web shop solution which also sells [http://www.lfsshop.com/ Live for Speed branded clothes] with permission from Live for Speed. === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads ===Why should I bother? === LFS is one of the best racing simulations to date. Some consider it to be ''the'' best. Superb physics give realistic handling and superb netcode gives excellent online racing. More than that, LFS offers the chance to join a community with a very close relationship to the developers. Many of the features you see in the the current patch were suggested by forum members. == リリース情報 == === いつどのようにLFSはリリースされたの? === S1 が 2003-7-13 にリリースされました。<br /> S2 Alpha が 2005-6-25 にリリースされました。<br /> S2 unknown.<br /> S3 unknown. === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] Conversion of common prices: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> For other currencies, see [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] === S2での新機能は何? === First version of damage, graphical and sound improvements, pitstops, driver changes, new cars, new tracks and much more.プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは[https://www.lfs.net/shop/ こちら]から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお済みの方でしたら、小切手をお送り頂くことでも可能です。 ローカライズされたショップがいくつかあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 日本の方は、http://liveforspeed.jpn.ch/ をご利用下さい。 '''訳注:''' 残念ながら、2017年2月現在ではこちらのサイトはご利用いただけないようです。[https://www.lfs.net/shop/ 公式ショップ]をご利用ください。 === Can I get LFS in my country? === You can buy LFS from any country provided you can make a payment [http://www.lfs.net/?page=shopinfo via accepted methods]. There are also some local shops where you can buy a license, as is listed in the previous FAQ entry. === LFSにはパブリッシャーがついていますか? === いいえ。''"私たちのプランは、完全な自由のために、独立した状態を保つことです。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 3 configurations to the track. So that's nine combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (2011年に公開予定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: * BL1 = Blackwood GP * BL1R = Blackwood GP Reversed * BL2 = Blackwood Rallycross * BL2R = Blackwood Rallycross Reversed * BL3 = Blackwood Car Park * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reversed * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reversed * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reversed * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reversed * FE5 = Fern Bay Rallycross * FE5R = Fern Bay Rallycross Reversed * FE6 = Fern Bay Rallycross Green * FE6R = Fern Bay Rallycross Green Reversed * SO1 = South City Classic * SO1R = South City Classic Reversed * SO2 = South City Sprint 1 * SO2R = South City Sprint 1 Reversed * SO3 = South City Sprint 2 * SO3R = South City Sprint 2 Reversed * SO4 = South City Long * SO4R = South City Long Reversed * SO5 = South City Town Course * SO5R = South City Town Course Reversed * SO6 = South City Chicane Route * SO6R = South Chicane Route Reversed * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto Ring Oval * KY1R = Kyoto Ring Oval Reversed * KY2 = Kyoto Ring National * KY2R = Kyoto Ring National reversed * KY3 = Kyoto Ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill National * WE1R = Westhill National reversed * WE2 = Westhill International * WE2R = Westhill International reversed * WE3 = Westhill Car Park * WE4 = Westhill Karting * WE4R = Westhill Karting reversed * WE5 = Westhill Karting National * WE5R = Westhill Karting National reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand Prix * AS5R = Aston Grand Prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed (パッチZ30から) Add X or Y to get the particular track's open config version. For example AS7X would be Aston open config track with AS7 startgrid. === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitのどちらのWindows(XP, Vista, 7, 8 and 10)でも動作します。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === Yes, [http://www.widescreengamingforum.com/forum/viewtopic.php?t=6739 as tested by Widescreengamingforum.com], LFS has full support for widescreen monitors. As well as for multiple monitors. <br> Notes:<br> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]]. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 多言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 6968f86a59067ef252b824c4610f0ddd95e2a8e0 雑記 0 1503 2158 2017-02-18T02:44:11Z Skylinekakkoii 57 Skylinekakkoii がページ「[[雑記]]」を「[[その他]]」に移動しました: 誤訳 wikitext text/x-wiki #転送 [[その他]] 29b2bce393cfe8292a3703c006c83fd1c11611bb メインページ 0 1 2159 2100 2017-02-18T02:44:36Z Skylinekakkoii 57 雑記 -> その他 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #[[用語集]] #[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] d173b94ec4c125fed41a22b6dd150db7338a4b9a 2160 2159 2017-02-18T02:47:24Z Skylinekakkoii 57 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲーム・モード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビング・ガイド]] #*[[基本ドライビング・ガイド]] #*[[応用ドライビング・ガイド]] #*[[ドリフティング・ガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップ・ガイド]] #*[[応用セットアップ・ガイド]] #*[[テクニカル・リファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] ed8ce80040992ce602c9bd73a97cf2d06dd56dc0 2180 2160 2017-02-18T02:54:48Z Skylinekakkoii 57 統一性確保のための見出し変更 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiはWikipediaと同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 16809807d5af0eb44eb1b1c3d4a9c944cf757358 2185 2180 2017-02-18T03:01:23Z Skylinekakkoii 57 Wikipediaへのリンクを追加 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ・ビュー]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイル・フォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 8dd4d505dd62aca13f2c4b2aa975428c82201bba 2191 2185 2017-02-18T03:08:24Z Skylinekakkoii 57 統一性確保のための見出し変更 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイルフォーマット]] #[[付加ツール]] #*[[テレメトリー]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] b5fdf5eced121518210eaf96e4d4344dd8ed2e18 2194 2191 2017-02-18T03:10:34Z Skylinekakkoii 57 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #ホスティング, プログラミングとテクニカルガイド #*[[Host チュートリアル]] #*[[InSim チュートリアル]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] b86bbf0ecfe77a730a6455fd189dd2edd93169fb 2195 2194 2017-02-18T03:13:26Z Skylinekakkoii 57 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #プログラミングとテクニカルガイド #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームPAD]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] de5af92d9bdaa267f1c0908be7639ff0b8b80a6d ドリフトガイド 0 1474 2161 1976 2017-02-18T02:50:35Z Skylinekakkoii 57 現在の英語版のコピー & 見出しだけ翻訳 wikitext text/x-wiki Drifting is when you are turning, but sliding with much wheelspin, causing your car to move forwards, but also somewhat to the inside of the turn. The front end keeps traction. This lets you take turns at higher speeds. There are different methods for drifting, so feel free to add your own or rephrase another one. == 車のチューニング == Tuning the car is one of the more important factors in how your car can drift. The best way to tune the suspension is to make the rear sway bars hard, but the front sway bars loose. Also, turning the anti-roll on the rear axle down will help you drift better. Next, focus on the tires. The rear tires should be overinflated. It can sometimes also help to underinflate the front tires. Lastly, move to adjusting the gear ratios. Raising the final gear ratio will give the car more torque, making it easier to get wheelspin and to drift. As well as having a stiff sway bar, you may also have tight springs, and high negative camber in the front tires. Depending on your style you may also want your brakes either toward the front, or central. If you set them toward the front, you can induce oversteer by braking easier, and catch a spin by locking the front wheels. If you set it central then you can use the brakes to lock the rear wheels, and many other tricks to save a drift (too complicated to say here, but it involves locking all four wheels). For what differential you use, I recommend a clutch LSD. I use a high percentage for on-power, and low setting for off-power, to help catch spins. Locked diff's are unforgiving, but very easy to start a drift. Do what works for you, and if you need help don't hesitate to search on [http://www.lfs.net/forum LFS Forum] and ask for some help. * More advanced tuning: The main part is the suspension (this is only to experiment to make your set as good as it can be only if you have experience), which has a few setup areas that can make and break a set. The first is ride height, this is not important until the end of the suspension tuning. Stiffness, the stiffer the spring the more oversteer there generally is, so why not tighten up the rear all the way? In drifting you need control too, so you should have the rear springs generally about 3/4 of the way to the right, and about 1/3 to 1/2 in the front. then you should come back and tweak it as needed. then there is damping. This is how much resistance to bounce it has, you should drop your car and adjust it so there is the fall compress and depress and stops there, both for front and rear. It also affects fine tuning for drifts, so if you are understeering too much you should have a little less dampening and vice versa (that goes for grip too). Sway bars: these do not do much in drifting as far as I know, so I just have the front more then the rear by a little and keep it around 1/4 sway bar ride height. You should drop your car and have it low enough so it just barely looks like it is bottoming out. '''Drivetrain:''' to keep it simple enough, the locked diff is very easy to drift but hard to drive, open diff is opposite, clutch just puts force on having the wheels not spin at different speeds, and viscous depends on the speed of the wheels. I tend to like clutch at a pretty high locking, moderate coast, and kinda high force. Viscous at moderate force, and stay away from open. For gearing keep it how it was, and lower the final (to the right) a little bit so you can keep the RPMs up (have it so it maxes out at the fastest part of the track). '''Tires:''' the type of tire really doesn't matter too much, but I like to stick to normal tires. First of all, you should put your front camber at -2.5 degrees, and your rear at about -.5 to -1.25. The tire pressure for the front should stay around 30 psi, and in the rear inflate them a lot so they don't get too hot too fast. '''Passengers:''' the amount of passengers doesn't matter too much, but if you want perfect balance put someone in the passenger seat. == テクニック == There are different ways to drift. Here is a list of examples. Starting with basic techniques, then onto more advanced. '''Swaying Drift''': This technique is very basic, This is a slow side-to-side faint like drift where the rear end sways back and forth down a straight. '''Braking drift''': This is performed by trail braking into a corner, then loss of grip is obtained & then balanced through steering and throttle inputs (note that this is mainly for medium to low speed corners). '''E-Brake Drift''': Pull the E-Brake (or handbrake) to induce rear traction loss and balance drift through steering and throttle play (note that this can also be used to correct errors or fine tune drift angles). '''Power Over''': This can be performed when entering a corner, using full throttle to produce heavy over-steer through the turn (note that you need "horsepower" to make this happen). '''Clutch Kick''': This is performed by depressing the clutch pedal on approach or during a mild drift, then pop the clutch to give a sudden jolt through the drive-line to upset rear traction. '''Faint Drift''': This is performed by rocking the car towards the outside of a turn and then using the rebound of grip to throw the car into the normal cornering direction (note that this is "heavy rally racing" technique used to change vehicle attitudes during cornering, mainly tight mountain corners). '''Dirt Drop Drift''': This is performed by dropping the rear tires off the road into the dirt to maintain or gain drift angle without losing power or speed and to set up for the next turn (note that this technique is very useful for low horsepower cars). '''Shift Lock''': This is performed by letting the revs drop on downshift into a corner and then releasing the clutch to put stress on the drive-line to slow the rear tires inducing oversteer. This is like pulling the E-brake through a turn - note that this should be performed in the wet to minimize damage to the drive-line, etc. '''Long Slide Drift''': This is done by pulling the E-brake through a straight to start a high angle drift and to hold this to set up for the turn ahead (note that this can only be done at high speed). '''Kansei Drift''': This is performed at race speeds, when entering a high speed corner a driver lifts his foot off the throttle to induce a mild over steer, then balances the drift through steering and throttle motions (note that the car that is being used for this style of drift should be a neutral balanced car therefore the over steer will induce itself). If the car plows through any turn this technique will not work. '''FWD Drift''': For front wheel drive drifters. The E-brake as well as steering and braking techniques must be used to balance the car through a corner (note that the E-brake is the main technique used to balance the drift). If these technique's are not working very well for you, be patient. Find your own technique, and style of drifting by experimenting with your clutch, accelerator, and even brakes. If you still are not drifting how you want to, then be sure to check out these videos from YouTube: http://www.youtube.com/watch?v=BzlrQHJYedk http://www.youtube.com/watch?v=f09g7B-6QcY http://www.youtube.com/watch?v=oClbHvIikpI http://www.youtube.com/watch?v=Ee398-3uyi4 http://www.youtube.com/watch?v=0PdS19LviOY http://www.youtube.com/watch?v=0PdS19LviOY If you still are not satisfied then go to the [http://www.lfs.net/forum LFS Forum] and use the search function to find drift help threads. But please, do not make a new thread, we have plenty. == ドリフトコースを作る == If you want to make your own course to drift in, go to an open course, such as Autocross or BL/WE Car Park. Press Shift-U. This should open up a menu that allows you to place objects, such as barriers, cones, and tires. Also, there are some servers which use a system to award points for drifting, you should definitely check them out so you don't have to drift alone. == こちらもどうぞ == * [[基本セットアップガイド]] * [[応用セットアップガイド]] e173f85b8a9587e3657b9403fec7a31d2447c193 2170 2161 2017-02-18T02:52:41Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ドリフティング・ガイド]]」を「[[ドリフトガイド]]」に移動しました: 統一性確保 & ドリフティングという単語は日本人はなかなか使わないため wikitext text/x-wiki Drifting is when you are turning, but sliding with much wheelspin, causing your car to move forwards, but also somewhat to the inside of the turn. The front end keeps traction. This lets you take turns at higher speeds. There are different methods for drifting, so feel free to add your own or rephrase another one. == 車のチューニング == Tuning the car is one of the more important factors in how your car can drift. The best way to tune the suspension is to make the rear sway bars hard, but the front sway bars loose. Also, turning the anti-roll on the rear axle down will help you drift better. Next, focus on the tires. The rear tires should be overinflated. It can sometimes also help to underinflate the front tires. Lastly, move to adjusting the gear ratios. Raising the final gear ratio will give the car more torque, making it easier to get wheelspin and to drift. As well as having a stiff sway bar, you may also have tight springs, and high negative camber in the front tires. Depending on your style you may also want your brakes either toward the front, or central. If you set them toward the front, you can induce oversteer by braking easier, and catch a spin by locking the front wheels. If you set it central then you can use the brakes to lock the rear wheels, and many other tricks to save a drift (too complicated to say here, but it involves locking all four wheels). For what differential you use, I recommend a clutch LSD. I use a high percentage for on-power, and low setting for off-power, to help catch spins. Locked diff's are unforgiving, but very easy to start a drift. Do what works for you, and if you need help don't hesitate to search on [http://www.lfs.net/forum LFS Forum] and ask for some help. * More advanced tuning: The main part is the suspension (this is only to experiment to make your set as good as it can be only if you have experience), which has a few setup areas that can make and break a set. The first is ride height, this is not important until the end of the suspension tuning. Stiffness, the stiffer the spring the more oversteer there generally is, so why not tighten up the rear all the way? In drifting you need control too, so you should have the rear springs generally about 3/4 of the way to the right, and about 1/3 to 1/2 in the front. then you should come back and tweak it as needed. then there is damping. This is how much resistance to bounce it has, you should drop your car and adjust it so there is the fall compress and depress and stops there, both for front and rear. It also affects fine tuning for drifts, so if you are understeering too much you should have a little less dampening and vice versa (that goes for grip too). Sway bars: these do not do much in drifting as far as I know, so I just have the front more then the rear by a little and keep it around 1/4 sway bar ride height. You should drop your car and have it low enough so it just barely looks like it is bottoming out. '''Drivetrain:''' to keep it simple enough, the locked diff is very easy to drift but hard to drive, open diff is opposite, clutch just puts force on having the wheels not spin at different speeds, and viscous depends on the speed of the wheels. I tend to like clutch at a pretty high locking, moderate coast, and kinda high force. Viscous at moderate force, and stay away from open. For gearing keep it how it was, and lower the final (to the right) a little bit so you can keep the RPMs up (have it so it maxes out at the fastest part of the track). '''Tires:''' the type of tire really doesn't matter too much, but I like to stick to normal tires. First of all, you should put your front camber at -2.5 degrees, and your rear at about -.5 to -1.25. The tire pressure for the front should stay around 30 psi, and in the rear inflate them a lot so they don't get too hot too fast. '''Passengers:''' the amount of passengers doesn't matter too much, but if you want perfect balance put someone in the passenger seat. == テクニック == There are different ways to drift. Here is a list of examples. Starting with basic techniques, then onto more advanced. '''Swaying Drift''': This technique is very basic, This is a slow side-to-side faint like drift where the rear end sways back and forth down a straight. '''Braking drift''': This is performed by trail braking into a corner, then loss of grip is obtained & then balanced through steering and throttle inputs (note that this is mainly for medium to low speed corners). '''E-Brake Drift''': Pull the E-Brake (or handbrake) to induce rear traction loss and balance drift through steering and throttle play (note that this can also be used to correct errors or fine tune drift angles). '''Power Over''': This can be performed when entering a corner, using full throttle to produce heavy over-steer through the turn (note that you need "horsepower" to make this happen). '''Clutch Kick''': This is performed by depressing the clutch pedal on approach or during a mild drift, then pop the clutch to give a sudden jolt through the drive-line to upset rear traction. '''Faint Drift''': This is performed by rocking the car towards the outside of a turn and then using the rebound of grip to throw the car into the normal cornering direction (note that this is "heavy rally racing" technique used to change vehicle attitudes during cornering, mainly tight mountain corners). '''Dirt Drop Drift''': This is performed by dropping the rear tires off the road into the dirt to maintain or gain drift angle without losing power or speed and to set up for the next turn (note that this technique is very useful for low horsepower cars). '''Shift Lock''': This is performed by letting the revs drop on downshift into a corner and then releasing the clutch to put stress on the drive-line to slow the rear tires inducing oversteer. This is like pulling the E-brake through a turn - note that this should be performed in the wet to minimize damage to the drive-line, etc. '''Long Slide Drift''': This is done by pulling the E-brake through a straight to start a high angle drift and to hold this to set up for the turn ahead (note that this can only be done at high speed). '''Kansei Drift''': This is performed at race speeds, when entering a high speed corner a driver lifts his foot off the throttle to induce a mild over steer, then balances the drift through steering and throttle motions (note that the car that is being used for this style of drift should be a neutral balanced car therefore the over steer will induce itself). If the car plows through any turn this technique will not work. '''FWD Drift''': For front wheel drive drifters. The E-brake as well as steering and braking techniques must be used to balance the car through a corner (note that the E-brake is the main technique used to balance the drift). If these technique's are not working very well for you, be patient. Find your own technique, and style of drifting by experimenting with your clutch, accelerator, and even brakes. If you still are not drifting how you want to, then be sure to check out these videos from YouTube: http://www.youtube.com/watch?v=BzlrQHJYedk http://www.youtube.com/watch?v=f09g7B-6QcY http://www.youtube.com/watch?v=oClbHvIikpI http://www.youtube.com/watch?v=Ee398-3uyi4 http://www.youtube.com/watch?v=0PdS19LviOY http://www.youtube.com/watch?v=0PdS19LviOY If you still are not satisfied then go to the [http://www.lfs.net/forum LFS Forum] and use the search function to find drift help threads. But please, do not make a new thread, we have plenty. == ドリフトコースを作る == If you want to make your own course to drift in, go to an open course, such as Autocross or BL/WE Car Park. Press Shift-U. This should open up a menu that allows you to place objects, such as barriers, cones, and tires. Also, there are some servers which use a system to award points for drifting, you should definitely check them out so you don't have to drift alone. == こちらもどうぞ == * [[基本セットアップガイド]] * [[応用セットアップガイド]] e173f85b8a9587e3657b9403fec7a31d2447c193 ドライビングガイド 0 1416 2162 2008 2017-02-18T02:51:11Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ドライビング・ガイド]]」を「[[ドライビングガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki == 簡単なドライビング Tips == * コーナーにアプローチする時はちょうどいいタイミングでブレーキをしてください。ブレーキングが遅かったり、急ブレーキをかけるより、安全な速度でコーナーを曲がる方が実際には速いです。 * 急ブレーキはフラットスポットの原因になります。フラットスポットが発生するとグリップが減少して、最終的に、バーストに至ります。芝生やダート上を走行することもグリップを減らすので避けてください。 * FR車(後輪駆動車)を運転するとき、アクセル操作は慎重にしましょう。コーナーの出口で速くアクセルを踏むことはスピンにつながります。 * レースの1コーナーで、特に後方からのスタートのときは慎重になりましょう。前を走っている車はあなたよりも早くブレーキングに入っています。スタート直後の1コーナーは最も危険です。慎重にならないとレースを台無しにする恐れがあります。 * 習うより慣れろです。レースに勝利するドライバーはコースと車を学ぶことに時間をかけ、決して努力を惜しまないように。 == オンライン・レーシングのエチケット == * メッセージを何度も繰り返さないでください。他のレーサーはあなたに悩まされます。それは失礼です。何の利益もありません。あなたが怒っている、あるいは、たとえあなたに怒る権利があるとしても、決してばらまかないでください! * ブルーフラッグが表示されると、あなたのすぐ後ろに速い車が近づいています。あなたは周回遅れで、速い車に進路を譲らなければなりません。速やかに前に行かすか、ピットに入ってください。 ''by Gentlefoot'' === あなたがクラッシュしたからといってレースのリスタートに投票してはなりません === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === ピットレーンの入り口と出口を利用しましょう === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 適切にピットを出る人々に関して、不平を言わないでください。 === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ドライバーが最終ラップにいるなら、レースのリスタートに投票しないでください。 === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンに追い越す戦術を使用してください。 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインの維持 === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくり走ってください === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットしてください === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === 動かず待機してください === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に見てください === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 礼儀正しくしてください === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レースカーのコントロール == '' by Impreza WRX'' レーシングカーの運転は一般車とは異なります. 発進する前に知らねばいけないことを学びましょう! === アクセルは控えめに === 当たり前のこと思えますが, ほとんどの人が忘れてしまいます. Formula XR,や Formula V8に乗る時は特に気を付ける必要があります.スリックタイヤはグリップ力が高いタイヤですが,スピンするとすぐにグリップ力が失われます.If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキをかけるとき車輪をロックしてはいけません === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === レースをするときはオフロードでないところで === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === 滑らかでダイナミックな運転はより速いラップタイムに報います === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整しましょう === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === タイヤを賢く選びましょう === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚えましょう === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンするときは注意深く === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === 最初のカーブ === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === ドラフティングはストレートのためにある === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤを過熱させてはなりません === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップを出るとき車輪を回しましょう === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === タイヤ圧を賢く使用しましょう === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === XRR FXRを速く発進させるには === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. === 1コーナーで生き残る === ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == フラッグに従う == ''by Gunn'' === Live For Speedのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' e5f77b98b13c79de7c6c9a4e52386a3bf1b2e9f8 ドライビング・ガイド 0 1504 2163 2017-02-18T02:51:11Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ドライビング・ガイド]]」を「[[ドライビングガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[ドライビングガイド]] f998cc0f5a25015385f8a7292c3038b6ff5729fe トーク:ドライビングガイド 1 1471 2164 1922 2017-02-18T02:51:11Z Skylinekakkoii 57 Skylinekakkoii がページ「[[トーク:ドライビング・ガイド]]」を「[[トーク:ドライビングガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki 基本と応用へ分割予定 d4b5d103280974db93a3e4e1e19e2e63195e596d トーク:ドライビング・ガイド 1 1505 2165 2017-02-18T02:51:11Z Skylinekakkoii 57 Skylinekakkoii がページ「[[トーク:ドライビング・ガイド]]」を「[[トーク:ドライビングガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[トーク:ドライビングガイド]] 53603bc8919d92caf85d0d831a408e73ee95e23b 基本ドライビングガイド 0 1472 2166 1974 2017-02-18T02:51:29Z Skylinekakkoii 57 Skylinekakkoii がページ「[[基本ドライビング・ガイド]]」を「[[基本ドライビングガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki == 基本ドライビング・ガイド == === オーバーステア & アンダーステア === Oversteer in the “textbook” sense is the difference between cornering stiffness at front and rear, taking into account tyre characteristics, geometries, bush rates, etc, etc. By this definition, understeer and oversteer are independent of vehicle path or speed - they are purely vehicle properties. Oversteer or its counterpart understeer is not the difference (or should it be the ratio of the two?) between cornering stiffness front and rear but it is a dynamic trajectory property caused by cornering stiffness. But cornering stiffness are not just static properties influenced by the factors given above. There are more factors that influence cornering stiffness: body roll, roll stiffness front and rear, load transfer, wheel camber change, roll steer (front and rear) and torque applied to the driving wheels. The tyre characteristics are speed and load dependent too. From this, it follows that driving characteristics of a car cannot be defined as being just over or understeering. At every speed and trajectory curvature (1/radius) one can say it is understeering, neutral or oversteering for those conditions. So the over/understeering character is a complex one. In the everyday road car a compromise is sought to make the car responsive to the steering wheel and stable at the same time. From here follows the success story of the FWD concept (understeering). For a sports car that is quick (not the same as fast) and provides driver fun, a different concept is needed: mid-engined, rear wheel drive (initial slight understeer changing to oversteer by applying engine torque - power oversteer/steering with the throttle). Perhaps it is useful to mention the definition of over and understeer as used by the scientists who perform research in vehicle behaviour? Suppose you are running a car at a constant speed with a constant curvature (the path is a circle then), if you then keep the steering wheel in the same position (angle) and increase the car speed gradually, then if the car wants to run on a circle with a smaller radius the car is said to be oversteering, if it remains on the same radius it is neutral and if the car goes to a wider circle it is understeering (for that speed and curvature!). The test can be done somewhat differently, again the car is running at a certain speed on a certain radius. Increase the speed and try to keep the car on the same radius. If you need to apply extra steering angle it is understeering, if you can keep the steering wheel in the same position it is neutral, if you can turn back the steering wheel somewhat it is oversteering. Oversteer is when the rear wheels are carving a larger arc than the front wheels or the intended line of the turn. Rear “slip angles” exceed those of the front tyres. This is often described as a “loose” condition, as the car feels like it may swap ends, or be “twitchy.” This condition can be caused by “power oversteer”, where you need to reduce power in order to bring the back end back into line. Understeer is when the front wheels are carving a larger arc than the rear wheels. This is often described as “push” or “pushing” - as the front end feels like it is ploughing off of a corner. Further acceleration only compounds the push, as weight shifts back to the rear drive wheels, off of the front turning wheels, leading to a further lessening of the car’s ability to turn in. Understeer can be remedied by slight modulation in throttle to transfer weight forward to the front wheels, aiding their traction and ability to carve the turn. Many cars are designed to have a tendency to understeer. If the driver gets uncomfortable and “lifts” off the gas, that will cause the front end to tighten the curve - a relatively safer, and more predictable condition. === トレイル・ブレーキング=== Trail braking (a.k.a. ‘brake-turning’, braking while turning toward the apex of a corner) is another learning curve for you to climb sooner or later. However, learn trail braking slowly; if you’re used to road driving (where you’re taught to finish braking before turning into a corner) then you might find it tricky to learn the extra delicacy demanded by trail braking. In PU, the trade-off between brake pressure and steering input is hard to judge when you can’t feel the car turning and pitching through your body. What is trail braking? In essence, it means continuing to brake after having turned in for a corner. The further you progress into the corner, the more you turn the steering wheel and the more pressure you release from the brake pedal. Typically, the procedure goes like this: You are hurtling in a straight line toward a corner; You apply the brakes - fully - while still travelling in a straight line; At some point, you release a little pressure from the brakes and start to turn in; As you bend into the corner and approach the throttle application point, you progressively release the rest of the pressure from the brake. What’s the point of it? Trail braking helps you rotate the car into a corner by controlling the transfer of weight onto the front tyres, giving them more stick, and thus compensating for any understeering tendency the car would otherwise have. The alternative is: do all of your braking in a straight line, then release the brakes entirely, then turn in. The trouble with this technique is that when you release the brakes, weight - and therefore stick - will be removed from the front tyres, just when you need them to be loaded enough to turn the car into the corner. So - unless the car is set up to be driven like this - it will understeer away from the corner. This is typical behaviour for ‘street’ (aka massively understeering) cars that have been adapted for racing. On the other hand, a ‘proper’ race car will probably oversteer if you don’t trail brake. If you turn into a corner with your feet off both brake and throttle, the front tyres will have all their traction budget available for turning while the back wheels will be doing some (engine) braking. Net result: oversteer. Application of the brakes settles down the oversteer by substituting a proportionately balanced loss of steering traction (because the brakes are biased towards the front). In fact, you use the brake pressure to control the rate at which the car rotates into the corner. How much trail braking you do at a particular corner - i.e. what percentage of the corner is taken under braking - depends on the angle of the corner. For a 60° corner, you’d typically only trail for a few percent of the corner, for a 90° corner, you’d typically trail brake for maybe 25% of the corner, and for a bigger corner, you could do it for up to 50% of the corner. You are aiming to trail off the brakes until they are released completely at or before the throttle application point (which typically occurs somewhere before the geometric apex). - ''Thanks to the Virtual Racers Edge Site for this helpful info''. === ブレーキングの入り口 === Think of the contact patch of your tyres. The few square inches that each tyre touches the road with may be upset not only by rapid steering input but by rapid brake input as well. ABS minimizes this, but there is a way that a good driver can shorten stopping distances even beyond ABS in some cases. How? ABS works in different ways, but to illustrate this point, I’ll take an example of, say, a Subaru Outback with four people in the car on a snowy surface (this may be easier to visualize given a heavier car on a slick day): You begin a panic stop, depressing the brake. The car goes up to maximum braking, and then one wheel begins to slide or lock. As it does so, the car momentarily pulses the pedal back to you, which feels like a “burp” under your foot. In doing so, it allows that locked wheel to again rotate. This helps in two ways. First, a tyre brakes most efficiently when it is just short of locking up, exerting the maximum effort on the surface. When it goes beyond that point and slides, braking is diminished. Second, by keeping the wheels from locking up, ABS helps maintain directional control, especially if the driver is steering around an obstacle while braking. In effect, in a panic stop ABS allows the driver to pound the brakes as hard as he or she wishes, but still have effective braking and directional control. Remember that a tyre gets maximum braking just before the point of lockup. Without ABS a driver can get maximum braking effort by braking to the point of wheel lock, and then reducing the pressure ever so slightly to the point where the wheels are rotating again. This is known as “threshold braking.” The dangers of course are in backing off a bit too much and not getting maximum effort, and in maintaining directional control while braking. Back now to an ABS equipped car: By using threshold braking, it is even possible in some cases to do better than ABS. Remember the pulsing action that some ABS systems use to allow the locked wheel to rotate again? While this is happening, the braking effort on the other three wheels is momentarily lessened also. On a slick snowy surface, if you continue extreme hard braking so that ABS is constantly activated, the lessened brake force is extremely evident. It almost feels as though the car starts sliding faster! If this happens to you, back off slightly to allow the ABS to disengage, and use threshold braking ... release ever so slightly as the ABS starts to “burp” back at your foot. A well executed stop will have you riding that edge, with ABS intermittently engaging as you modulate and keep feeling that threshold. On DRY pavement with good traction, you can stand on the pedal as much as you need to stop quickly and effectively. <!-- links to other languages --> [[en:Driving Guides]] [[de:Fahrtechnik]] ca7edc8ff620be1cdabb7a61c71f74489c22ae0d 基本ドライビング・ガイド 0 1506 2167 2017-02-18T02:51:29Z Skylinekakkoii 57 Skylinekakkoii がページ「[[基本ドライビング・ガイド]]」を「[[基本ドライビングガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[基本ドライビングガイド]] 2d3c34f16e19e15aa89a588fa23fbceb1495dc07 応用ドライビングガイド 0 1473 2168 1975 2017-02-18T02:51:48Z Skylinekakkoii 57 Skylinekakkoii がページ「[[応用ドライビング・ガイド]]」を「[[応用ドライビングガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki == More Driving Tips == ''by Gentlefoot'' === Speed comes from consistency === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. Consistency is an absolute must when adjusting your setups. When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[Telemetry#Analyze_for_Speed|AnalyzeForSpeed]] === This tool is fantastic. When you watch WRs and can’t work out how they are getting through corners at certain speeds, this tool can help. You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as though you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you.<br> [http://www.ctd-racing.com/AFS/ Analyse for Speed website]<br> [http://www.liveforspeed.net/?page=analysers LFS's analysers info page (to download the 'trackmaps')] === Corner Entry === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === Braking === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. WARNING! Changing down too early in front wheel drive cars can cause damage to your engine. Repeated damage will have an affect on the power output, so scuppering your chance of staying consistent. Although engine damage is repaired in 0 seconds (currently) when in the pits, it takes time to make a pit stop. === Tyres === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === Important Corners === Corners before long straights are the most important on any circuit. This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === Power on Early === Ever wondered why sometimes it seems as though someone is faster down the straight than you? Its probably because they got their foot on the accelerator a fraction of a second before you. Concentrate on getting back on full power as early in a corner as possible (just before the apex if possible, at the very latest, just after the apex). Think about this when you are driving and you will knock seconds off your lap times. In a some cars with lower power, you can even get on the throttle half way through the turn. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === Splits === Know your split times, so you know if you were quick or slow when you took a particular line through a section. Know the WR splits too, so you know which sections you need to make up most time in. === Following Faster Racers === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === Emulating WRs === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. 2d9fbe15f0ee570014024ddbba80863ca1841fd3 応用ドライビング・ガイド 0 1507 2169 2017-02-18T02:51:48Z Skylinekakkoii 57 Skylinekakkoii がページ「[[応用ドライビング・ガイド]]」を「[[応用ドライビングガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[応用ドライビングガイド]] 0024839b34cea2473a00557fca3418032cbf5bb6 ドリフティング・ガイド 0 1508 2171 2017-02-18T02:52:41Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ドリフティング・ガイド]]」を「[[ドリフトガイド]]」に移動しました: 統一性確保 & ドリフティングという単語は日本人はなかなか使わないため wikitext text/x-wiki #転送 [[ドリフトガイド]] ff01f4b9933de64f8f90422da4c5f8f700716363 初期化 0 1453 2172 2034 2017-02-18T02:52:57Z Skylinekakkoii 57 Skylinekakkoii がページ「[[基本セットアップ・ガイド]]」を「[[基本セットアップガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki [[image:Moby6.jpg|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== 速く走ることは、物理の限界を目指すことです。 限界に近づく程、徐々にコントロールを失います。 世界で一番速いプレイヤーとは、コントロールを失わなずに車の限界を引き出すプレイヤーであるということです。 たいていの場合、直線で速くすると、コーナーで遅くなります。 これまでのステップで、しっかりとしたバランスのセットアップが出来たら、今度はより速く車を走らせるために、コントロールを失わないギリギリのセットアップを作りましょう。 これは以下のステップを踏むことで可能です。 # '''ダウンフォースを減らす:''' フロントを2ノッチ下げるのに対し、リアは1ノッチ下げましょう。まだ余裕があるようであれば、さらに下げましょう。 # '''タイヤの空気圧を上げる:''' 上げ過ぎるとトラクションを失います。 # '''ギア比を最適化する''' # '''トーを減らす: ''' トー角が0に近ければ近いほど、直線での抵抗は少なくなります。コントロールできるのであれば、0に近い方がより良いです。 あなたが、コントロールを失わない限界まで、このサイクルを繰り返しましょう。 これでもまだワールドレコードに届かないようであれば、下に進んでください。 ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] LFSでは、タイヤにはサイクルがあります。 低い温度から始まり、摩擦によって徐々に温度が上昇していきます。そして、ピーク温度付近では、摩耗が激しくなります。 ピーク温度を過ぎると、タイヤは徐々に放熱されていきます。 LFSでは放熱効果は実際のタイヤよりも大きめに設定されています。いくつかのコースではタイヤの温度を適正に保つ必要があります。 温まり過ぎるとタイヤは最終的にパンクしてしまいます。 適度なキャンバーを設定し、スライド量を出来る限り小さくすると、タイヤを長持ちさせます。また、ピーク温度を下げます。 もう少し細かい話をすると、柔らかいスプリングはタイヤの寿命を長くしますが、これはLFSではあまり効果がありません。 トーをつけると、転がり抵抗となります。 空気圧を高く設定すると、ピーク温度が下がります。また、より正確なハンドリングをもたらします。 さらに、変形しづらくなり、タイヤウォールが曲がりづらくなることで、空気圧の低いタイヤよりも使用するエネルギーが少なくなります。 まとめると、タイヤの空気圧を上げると、転がりやすくなる代わりにトラクションやグリップが失われるということです。 速く走るためには、コントロールしやすい適度な空気圧を保つことが重要です。 ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- 他言語へのリンク --> [[cs:Základní nastavení vozu]] [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] 23b5be9979457e5470f1f49225caae1890ed58f2 基本セットアップ・ガイド 0 1509 2173 2017-02-18T02:52:58Z Skylinekakkoii 57 Skylinekakkoii がページ「[[基本セットアップ・ガイド]]」を「[[基本セットアップガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[基本セットアップガイド]] 644215746e29e834d288558d987a796daec86c26 トーク:初期化 1 1430 2174 1894 2017-02-18T02:52:58Z Skylinekakkoii 57 Skylinekakkoii がページ「[[トーク:基本セットアップ・ガイド]]」を「[[トーク:基本セットアップガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki English版のwikiにログインして、編集(Edit)でソースが見れますので、 それを参考に出来ますよ なるほど!って此処に書いてええのかな?? あーんどソース見ても、、、汗 ともかく皆様編集ありがとうございます ---- すいません、英語版の内容変更に追随してない? みたいなんで、勝手にいじっちゃいます。 以前翻訳されたかたの用語も尊重しつつ、英語版を尊重する方針で。 5e4d650229c914ecad5d73ab6a151ee3c33cf4cb トーク:基本セットアップ・ガイド 1 1510 2175 2017-02-18T02:52:58Z Skylinekakkoii 57 Skylinekakkoii がページ「[[トーク:基本セットアップ・ガイド]]」を「[[トーク:基本セットアップガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[トーク:基本セットアップガイド]] bb12617dc1b9f65b103eff4284187f56c5969adf 応用セットアップガイド 0 1437 2176 2035 2017-02-18T02:53:14Z Skylinekakkoii 57 Skylinekakkoii がページ「[[応用セットアップ・ガイド]]」を「[[応用セットアップガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) Basically Max per wheel is how strong your brakes are when the brake pedal is fully depressed, while rearfront bias controls how the brake strength is split between the front and rear wheels (a setting of 0% means only the rear wheels are braked, 100% means only the front wheels are braked, while 50% means the front and rear wheels are braked equally). Note that the brakes are only adjustable between 5% and 95%, so two of the examples I just gave aren’t actually possible in game. The brakes in LFS appear to not have kneepoints, so that’s one less thing to worry about. Q) '''どう調整すればいいの?'''<br> A) ブレーキを完璧に近づけるには、何回かテストするだけです。初めに、タイヤを最適な温度に上げて下さい。Because cold tyres lack some grip compared to warmed tyres, so before setting the brakes make sure the tyres are at their optimum temperature. After this, get the car up to speed along a flat surface (Blackwood straight after the dip comes in handy), switch to forces view (press F) and floor the brakes. As a picture is worth a thousand words, these should cut your reading time nicely: ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。so the car will plough on in a straight line. Locked wheels will heat up the contact patch of the tyre very quickly, and overheated tyres loose grip rapidly. Big lockups will also cause the tyre to become flat spotted. '''例2:''' ブレーキバランスの値が低すぎる状態<br /> Here the rear wheels have locked. Locking the rear wheels will promote oversteer in the vehicle, particularly if you have a little steering lock applied, so will make you lose control of the car very quickly unless you are good at counter steering. Otherwise say hello to that barrier. Not the best setup to have if you like to trailbrake into corners. '''例3:''' 制動力が高すぎる状態<br /> Solution: reduce Max per wheel xxx Nm. Locking all the wheels, while it can stop you the fastest on loose surfaces, is certainly not a good idea as you will be completely out of control, so the car will just do its own thing. You are also unable to determine if you have your brake balance set correctly. '''例4:''' 完璧?<br /> これは正確には違います。OK so all four wheels are pretty much at their limits, but this is without taking other factors into account (namely engine braking). ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> This is how I run the car (in this case, the XR GT). What have I changed? Firstly I have reduced the brake strength slightly to prevent the wheels from locking under normal circumstances. More importantly though, I have altered the brake balance to take engine braking into account. RWD cars are best run with the brake balance slightly too forward (see picture), while FWD are best run with the brake balance slightly too rearward. For AWD cars it depends on your torque split setting. This way you gain extra control by downshifting when braking. The earlier you downshift, the more additional braking strength is applied to the driven wheels. If you don’t take this into account when setting up your brakes, the wheels would very likely lock when downshifting. From here you may need to tweak the settings, and to find out if you need to do this, you need to race. Different surfaces have different amounts of grip available, so while you might feel you could increase brake strength in one part of the circuit, you could already be locking the wheels in another. Ideally, you want to set the brake strength so that the wheels will almost lock on the part of the circuit with most grip – and you can vary the amount of brake applied elsewhere. For users with a digital controller for the brakes (i.e. a button), you can either use a lower brake pressure at the sacrifice of ultimate braking power, or use the brake help driving aid, which will prevent lock ups but never brake as well as what you could with a analogue controller. Something else to take into account is downforce (or negative lift, if you prefer), as this increases grip with speed. So while you might not lock the brakes at high speed, they could lock easily at low speeds. Unfortunately there is no way around this if you want to be able to brake as hard as possible at high speeds. It is quickest to set the brakes up for the fastest braking point on the circuit, and be easy on the brakes during slower corners. Also, if you brake from high speed into a tight corner, this means you will be shaving off a lot of speed, and therefore grip. This means that as you brake, you need to slowly be letting off the brake pedals in order to avoid lock ups. There is one more twist to the brake settings story: hills. Circuits, by their nature, go round – so if you go up a hill at some point you are also going to go back down it. The more hilly the track, the more likely it is that you will end up having to brake on an incline. When braking going downhill, more weight is on the front wheels so they can take more brake force before locking and of course this means less weight is on the rear wheels so they are likely to lock, with all the nasty side effects involved. So the front-rear bias would need to be shifted slightly to the front (a higher number). Braking uphill is just the opposite, so the bias would need to be more rearward (lower). Of course, the angle of gradient you are braking on is unlikely to be fixed before every corner on any given circuit, so a compromise is needed. You can never have the brakes perfect for every corner unless the circuit is always flat, so the only way to find what compromise suits your driving best is to experiment. Remember to keep using the forces view to help when adjusting settings. ''NB: you may find it useful to drive without forces, save the replay and watch it in forces view, rather than trying to drive like that.'' == サスペンション == Suspension is the main way to tune the handling of your car. Any changes made here will usually mean changing settings elsewhere to maintain optimal levels of performance. === 車高を落とす === Q) '''これは何をするの?'''<br> A) This is the length of the springs fitted to the car when they have no load on them. Q) '''どう調整すればいいの?'''<br> A) This is best to set last out of all the suspension options. To get an idea, if you put all your suspension details in the Suspension Analyser and go to the “Suspension Loads and Travel” section, you can see how much travel you have left. Unused travel is making the car unnecessarily high, which raises the centre of gravity, therefore increasing weight transfer and lowering maximum available grip. However don’t forget to set the G forces before lowering/raising your car. See how much is left under both maximum lateral and maximum longitudinal G forces – you should not run out of travel at any point (NB: apply maximum lateral and maximum longitudinal forces one at a time). If you run out of suspension travel during racing you will hit the bump stops, which can cause unpredictable handling, and if hit hard enough, will damage your suspension. When I say maximum G forces, these depend on the car and the tyre choice see the G force tables in the appendixes. This will give you a baseline figure for ride height. Should you race on a perfectly flat track, this ride height would be fine, but you need to leave room for bumps and lumps in the track. Of course, this varies for different tracks, and the lines you take round them. To perfect this, use F1perfview and bring up a distance vs. suspension travel left graph. Keep raising the front and rear travel until the suspension doesn’t bottom out anymore. You may find it best to let the suspension just bottom out on or two points around the track however (so long as it does not upset the handling or cause damage), if it lets you run the car lower. There is one final thing to consider when playing with ride heights – and this is the angle of static body pitch of the car. Ideally, you want this to be flat (i.e. no pitch) at all times but due to the fact you’re always going to be accelerating or braking this isn’t going to happen (unless you had crazily stiff suspension and steel tyres). Having a positive body pitch (squat) is generally a bad thing as this means the air under the car is being compressed into a smaller space, so will exert an upward force at the rear of the car, reducing grip (ever so slightly). But don’t forget that accelerating makes the car squat a little so it’s probably best to set the car up to have a little static dive – how much depends on the car and your other suspension settings. ''Note: LFS doesn’t actually take this last paragraph into account yet. One day…'' === スプリングの硬さ === Q) '''これは何をするの?''' A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice versa. Q) '''どう調整すればいいの?''' A) Part 1: Suspension frequencies<br> Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load sensitive). High frequencies do the exact opposite. So obviously there is an optimum point in spring frequency – in real life this is known to be around 1.9-2.2Hz for cars around 1 tonne in mass (typical for GT racing cars). That doesn’t automatically mean these frequencies are best for LFS, however. As the weight increases this optimum frequency decreases and vice versa. Since the heaviest car in the game clocks the scales at just over 1.2 tonnes, 2Hz should still be a good point to start from and I wouldn’t recommend dipping much lower. For lighter cars, this optimum point may reach as high as 3Hz, although I wouldn’t recommend going quite that high for any road car in LFS. It’s best to experiment as see what feels best for you. Formula 1 cars are known to use anything in the range of 4 to 8Hz, but there are more reasons for that which I will explain in part 3. A quick note about creating rallycross setups: you want these to be softer, say between 1.7 to 1.9Hz, with plenty of ride height. This is to allow the tyre to follow all the bumps in the track, and can also be attributed to the softer nature of dirt. So where can you find out the suspension frequency? Colcob’s Setup Analyser would show you these figures, but that is only for v0.3 and hasn’t been yet updated for the latest version at the time of writing. It is possible to update that analyser manually by feeding in the appropriate S2 car data, however. Another effect of changing the spring frequency is how it affects the handling. Higher frequencies make the car more responsive to steering input although setting them too high will make the car nervous. Lower frequencies, although making the car less responsive, helps make the car more chuckable (i.e. you can throw it into corners and it won’t mind so much) but going to low will make the car wallow and you won’t be in complete control. So clearly there is a range or useful frequencies to use, and somewhere in the middle of it all there is a sweet spot – though where it is also depends on the driver. Part 2: Car balance<br> The second thing you can do with suspension is alter the balance of the car – which comes in very handy. While at first it may seem that equal frequencies will give neutral handling, this is only the case if the track widths are equal. If the front track width is wider than the rear (as is usually the case), neutrality is found with a slightly higher spring frequency at the rear. Since all real race cars are RWD, it is normally acceptable to use a rear frequency 0.15 to 0.25Hz lower than on the front as this will introduce some basic understeer. It is best to use as little as possible though because due to the nature of slip angles on tyres, a slight amount of oversteer is fastest. The better your throttle control and counter steering abilities, the less understeer / more oversteer you can get away with. For FWD cars you’d want the rear harder than the front by around this amount (or the front softer than the rear – depending how you look at it). If you were trying to make the car more neutral then reduce the difference in frequencies (this isn’t the only setting that affects car balance however (in fact most settings do really), though one of the two main ways, the other being antiroll). I wouldn’t recommend making the difference in frequencies greater than 0.4 or 0.5Hz though – if the car still isn’t handling like you want then either some other settings need changing or maybe your style of driving (but that’s not the purpose of this guide). Part 3: The downforce twist<br> Unfortunately just when you think something seems relatively simple, something else comes and complicates matters. In this case that thing is downforce. With downforce, as your speed increases you are getting air to push the car onto the ground, which is great for grip as you get more force sticking the tyre to the ground without the nasty side-effect of having to haul more weight around. Of course as speed increases there is more force being exerted onto the springs, so the ride height will be reduced (and most likely, it won’t be reduced equally front and rear, so the car pitch changes also). And of course changing ride height alters the camber of the wheels, making it harder to get camber perfect for both high and low speed corners. Note that downforce does not actually affect spring frequencies (contrary to what older versions of the guide stated – these were incorrect), and thus does not affect damping either. This brings me back to the Formula 1 car comment and why they use such high spring frequencies. The first reason is of course they run with huge amounts of downforce, to such an affect that most of the force holding the car to the road is from downforce rather than the weight of the car. Though this does mean the car could drive upside down (say, on the underside of a bridge) which could make for some wacky racing. Getting back to the point, why do cars with downforce need to run stiffer suspension? This is due to the issues I previously mentioned, e.g. changing of ride height, pitch (which in turn affects downforce) and camber. Stiffer suspension means these properties change less as the car goes around the circuit, making it easier to setup. Also downforce is only created when air is travelling over the car in the correct direction. So high slip angles would mean a loss of downforce and for this reason tyres with low optimum slip angles are used. This also means that the cars are going to snap when traction is lost, so higher spring frequencies are used since their benefits (increased car control) are present but their downsides (worse handling over the limit) no longer really matter. Another reason F1 cars use such high frequencies (and very little suspension travel) is that, unlike GT racing for instance, they use soft tyres with fairly tall side walls. It is the give in the side walls that softens the impacts and cushions the driver and allows him to still see clearly (having the suspension frequency too high would otherwise impair the vision of the driver over non-flat surfaces). === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) These are best explained visually:<br> If a weight was placed on top of a spring and released, the position of that weight would be shown by the green line plotted on the graph below. The purple line shows the position of the weight if the spring had some bump (compression) damping. [[image:sus1.gif]] You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but the movement slows while the weight is rising. [[image:sus2.gif]] In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring. A quick note regarding the XF GTi, XR GT, and UF1000:<br> Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced them is in fact the rebound damping value, while the compression damping is automatically set to 50% of this value. Q) '''どう調整すればいいの?''' A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has started. Some diagrams may help the explanation. [[image:sus3.gif]] The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped. You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically damped suspension has dealt with and recovered from any bumps as fast as possible. [[image:sus4.gif]] This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line). When there damping is set too high, again the spring takes longer to settle to its resting position. However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed. For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping. Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems. The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers? [[image:sus5.gif]] To quote Carroll Smith:<br> ''“The compression stroke controls the motion of the unsprung mass and the extension stroke controls the motion of the sprung mass.”'' In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key. Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving. === アンチロールバー === Q) '''これは何をするの?'''<br> A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs. So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this movement. So in effect your lovely independent suspension is becoming less independent the stiffer your antiroll bars are. Having the suspension independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can obviously get away with a relatively stiff antiroll bar before it becomes a problem. Q) '''どう調整すればいいの?'''<br> A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance. Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will induce oversteer when cornering. That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using. As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent. One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t recommend letting this value go much above 1.0. == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''どう調整すればいいの?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === キャスターとInclination === ''Inclination is no longer adjustable in LFS'' Q) '''これらは何をしているの?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''Locked Diff (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''Open Diff'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''Clutch Pack LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''Viscous LSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''Clutch Pack LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''Preload'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 多言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 2c6c3b658723725bfea62ef1b6cf8c392a36b3b9 応用セットアップ・ガイド 0 1511 2177 2017-02-18T02:53:14Z Skylinekakkoii 57 Skylinekakkoii がページ「[[応用セットアップ・ガイド]]」を「[[応用セットアップガイド]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[応用セットアップガイド]] e721f71c2a988dd9c3e84832f1c7ead266b288b4 テクニカルリファレンス 0 1454 2178 1879 2017-02-18T02:53:31Z Skylinekakkoii 57 Skylinekakkoii がページ「[[テクニカル・リファレンス]]」を「[[テクニカルリファレンス]]」に移動しました: 統一性確保のため wikitext text/x-wiki == Mechanics of Steering and Suspension == === Steering Geometry === “Front-end alignment” refers to the relationship between the wheels of the vehicle and its suspension and steering. These relationships are calculated using angles known as steering geometry. These angles are camber, caster, kingpin inclination; The following paragraphs cover the definitions of these angles and their effects. === Camber Angle === [[image:Camber.gif|thumb|Camber Angle]] As viewed from the front of the vehicle, the camber angle is the degree to which the wheel tilts inward or outward It is measured in degrees and changes with the load of the vehicle and suspension movement. Positive camber is the outward tilt of the top of the wheel, and negative camber is the inward tilt. It is shown by a line drawn through the centre of the wheel and a second line drawn straight up and down. They should intersect where the tyre meets the road. Camber is a directional control angle and a tyre wearing angle. Originally, roads were built with high crowns; that is, they were high in the middle and sloped downward to the sides. A large amount of positive wheel camber was needed for the tyre to contact the road squarely. If the tyre does not set squarely on the road, it will wear on one side and will not get a good grip for positive steering control. Modern roads, however, are made flat with very little crown, so less camber is needed for this reason. Even with flat roads, some camber is generally desirable, because it moves the point of contact between the tyre and the road more directly under and closer to, the steering knuckle pivot. This makes the wheels easier to pivot and reduces the amount of road shock sent to the vehicle suspension and steering linkage when the wheels hit bumps. It also places most of the load on the larger inner wheel bearing. To avoid some bad effects, the amount of camber must be carefully considered when a vehicle is designed. If you have ever rolled a tyre by hand, you soon learned that you did not have to turn the tyre in order to turn a corner. All you had to do was tilt (camber) the tyre to one side, and it rolled around the corner like a cone. Figure below shows us “positive camber” At the left you can see the vertical centreline of the car, The wheel leans out a few degrees from the vertical centreline of the wheel. If the wheel leans inward from the vertical it’s called “Negative camber”. Positive camber compensates for the weight of the car. When the car begins to move forward, the weight of the vehicle pulls the wheels into perfect vertical position. If you adjust the alignment with negative camber the wheels would be pulled in even further towards the vehicle. === Caster Angle === When viewed from the side of the wheel, the caster angle is the degree to which the kingpin or ball joint tilts forward or rearward in relation to the frame Like the camber angle, the caster angle is also measured in degrees. It is shown by a line drawn straight up and down, as in the figure and then a second line drawn through the centre of the kingpin or pivot points. The caster angle is the angle formed at the point where the two lines cross, as viewed from the side of the vehicle. A good example of caster is a bicycle. The fork is tilted backward at the top. A straight line drawn down through the front-wheel pivot or kingpin would strike the ground ahead of the point where the tyre contacts the road. A wheel mounted in this fashion is said to have positive (+) caster or “just” caster. If the top of the kingpin is tilted forward so that a straight line drawn through it hits behind the point where the tyre contacts the ground, the wheel is said to have negative (–) caster. On a vehicle with axle suspension, caster is obtained by the axle being mounted so that the top of the steering knuckle or kingpin is tilted to the rear. On a vehicle with independent suspension, the upper pivot point (ball joint) is set to the rear of the lower pivot point. Caster is a directional control angle, but not a tyre wearing angle. Positive caster causes the vehicle to steer in the direction in which it is moving. This is called an automatic steering effect; for instance, the forward momentum of a vehicle tends to keep wheels with positive caster in the straight-ahead position. After rounding a turn, this causes the wheels to return to a straight-ahead position when the driver releases the steering wheel. This automatic steering effect is also called self-righting or self-centring action. Positive caster makes the turning of the steering wheel more difficult, whereas negative caster turns more easily, but will cause the vehicle to wander. Caster is the tilting of the front steering axis either forward or backward from vertical as viewed from the side of the car see below. When the axis is tilted backwards from vertical, caster is said to be positive. Positive caster creates a trailing action on front wheels. When the axis is tilted forward, caster is negative, causing a leading action on front wheels. === Steering Axis Inclination === This is the geometric relationship between the Ball Joints and the wheel. Note: The lower ball joint is farther out from the centreline of the car than the upper ball joint. By drawing an imaginary line between the ball joints and measuring the angle this makes with the true centreline of the wheel, you can determine the angle of steering inclination or the angle the ball joints incline away from centre. The angle of the inclination provides a number of benefits to steering. It increases tyre life, When turning a corner it increases the rate of recovery... When the car is moving forward it makes the steering more stable, but increases the effort required to move the steering wheel. Tracking: The greatest effect steering axis inclination has on the car is tracking. This is the tendency for the car to go where the front is pointed. This is the result of what happens when the steering knuckle moves. Because of the angle of inclination, when the steering knuckle turns, it tends to lift the car. The weight of the car forces the axle (Steering knuckle) downward or back into a straight or horizontal angle. This pulls the wheel / tyre back into a line with the body of the car. The car continues the same way it was going. === Shock Absorbers === A bit of background information to help you understand what it does. Although not a spring in itself, shockies are an integral part of the spring action, damping the actions of the actual spring, shock absorbers are exactly that, they are devices designed to absorb the shock or bounce generated by bumps. They reduce the action and reactions to fewer contractions and expansions of the coil. This helps to prevent the car from “floating” or the bouncing motion after it hits a bump. If we have no shock absorbers attached to each wheel to control the compression and expansion of the coil spring, the spring would keep bouncing up and down like a rubber ball till all the energy had been dissipated. A shock absorber is filled with fluid or gas, a plunger connected to the top of the shock, is forced down when the spring compresses. Through a series of valves, the fluid in front of the plunger is forced into side chambers, slowing or damping, the return of the spring. Its this alternating up and down motion of the plunger that provides the required damping effect. === Springs === There are 4 basic types of spring systems used in modern cars: * Coil * Torsion bar * Air springs * Leaf I will only discuss coil type here as I think that is the most likely type modelled in LFS. Briefly, coil springs have been around for a long time and are the most common type of spring used today, usually prevalent in rear suspension systems. Coil springs are specially made from spring steel and heat treated to temper or add spring and strength to them. They are fitted between the frame of the car and a bracket or recess on the suspension member or part of the axle. Front wheel drive cutaway showing the coil spring supports and bump stops and other parts. === Stabilizer Bars === Or sway bars as we sometimes call them are not really springs but act as though they were springs. And help in controlling spring action. Confused? Lets look at the diagram and the explanation in more detail. Sway bars reduce body roll on cornering, perhaps it’s best to describe them as a kind of torsion bar. They reduce some of the twisting action of the frame. When the car moves down the road with the frame level, the stabilizer bar is at rest. When one side of the frame of the car rises up, like when it hits a bump, the opposite side of the frame rises also. This movement is counteracted by the stabilizer bar. The lifting force on one side cause the stabilizer to twist like a torsion bar, creating a downward force at the opposite side. This helps to keep the frame level. Okay, some of the above is confusing and misleading, I don't want to completely remove it though, so I'll just make my own explanation of how I understand a stabilizer bar to work. A stabilizer bar is a torsion bar (spring) which transfers load from one side of the vehicle to the other. For example, on entering a left-hand corner, the car will lean to the right and compress the spring on the right of the vehicle. The stabilizer bar is lifted on the right-hand side, and transfers some of this lift (depending on its stiffness) to the left-hand spring, compressing it, which acts to reduce the amount of body-roll. When travelling in a straight line, a stabilizer bar is actually useless, as a bump that only one wheel hits will transfer to the other side as well, which isn't really helpful. However, when travelling in a straight line, handling isn't a problem, so it's a small price to pay for better cornering. === IFS (Independent Front Suspension) === Control Arm or Independent Front Suspension allows the two wheels to move up and down independently of each other the diagram above shows how the wheel can move up and down yet not move the frame allowing the tyre to have a level, full contact area. This is the most common form of front suspension in modern cars and the method LFS is likely modelled upon. Solid axles are generally used in Vintage and Veteran cars and some larger trucks. The solid axle as shown in the other diagram behaves in the opposite way. I.E. When a tyre hits a bump the whole axle and the frame will lift up, Tilting the opposite wheel and allowing the tyre to lose some contact with the road surface. McPherson Strut type front suspension is a somewhat different approach using a control arm method. You will see there is no upper control arm present. Everything else is there: Spring, shock stabilizer and the torsion rod. Being lighter than a normal approach its ideal for smaller cars. With the heavy duty shock and lighter spring the upper control arm is no longer needed. == Suspension Types == === MacPherson === [[Image:Susp3.gif|MacPherson]] === Trailing Arm === [[Image:Susp2.gif|Trailing Arm]] === Double Wishbone === [[Image:Susp1.gif|Double Wishbone]] {{Guides}} <!-- links to other languages --> [[en:Technical Reference]] [[de:Technische Referenz]] 615b2f3660b0669f5cf128f2060538919608b30d テクニカル・リファレンス 0 1512 2179 2017-02-18T02:53:31Z Skylinekakkoii 57 Skylinekakkoii がページ「[[テクニカル・リファレンス]]」を「[[テクニカルリファレンス]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[テクニカルリファレンス]] f2a0ee4525b00a6a0e5e2a4b4d52fe0809fc50d3 ゲームモード 0 1412 2181 2152 2017-02-18T02:55:12Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ゲーム・モード]]」を「[[ゲームモード]]」に移動しました: 統一性確保のため wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[車:クラスなし#UF_1000|UF1]] !! [[車:クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[車:FRクラス#XF_GTI|XFG]] !! [[車:FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[車:FRクラス#XR_GT|XRG]] !! [[車:FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[Cars:TBO#XR_GT_Turbo|XRT]] !! [[Cars:TBO#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#RB4_GT|RB4]] !! [[Cars:TBO#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[Cars:TBO#FXO_Turbo|FXO]] !! [[Cars:TBO#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[車:クラスなし#LX4|LX4]] !! [[車:クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#LX6|LX6]] !! [[Cars:LRF#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[Cars:LRF#FZ50|FZ5]] !! [[Cars:LRF#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[Cars:LRF#RaceAbout|RAC]] !! [[Cars:LRF#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#MRT5|MRT]] !! [[車:シングルシータークラス#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[Cars:FWD_GTR#UF_GTR|UFR]] !! [[Cars:FWD_GTR#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[Cars:FWD_GTR#XF_GTR|XFR]] !! [[Cars:FWD_GTR#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_XR|FOX]] !! [[車:シングルシータークラス#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_BMW|FBM]] !! [[車:シングルシータークラス#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[車:シングルシータークラス#Formula_V8|FO8]] !! [[車:シングルシータークラス#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#BMW_Sauber_F1|BF1]] !! [[車:シングルシータークラス#BMW_Sauber_F1|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FXO_GTR|FXR]] !! [[Cars:RWD_GTR#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#XR_GTR|XRR]] !! [[Cars:RWD_GTR#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[Cars:RWD_GTR#FZ50_GTR|FZR]] !! [[Cars:RWD_GTR#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[サーキット:Blackwood|BL]] !! [[サーキット:Blackwood|Blackwood]] |[[サーキット:Blackwood#GP_Track|GP]], [[サーキット:Blackwood#Historic|Historic]], [[サーキット:Blackwood#Rallycross|Rallycross]], [[サーキット:Blackwood#Car_Park|Car Park]] |- ! [[Tracks:South_City|SO]] !! [[Tracks:South_City|South City]] |[[Tracks:South_City#Classic|Classic]], [[Tracks:South_City#Sprint_Track_1|Sprint 1]], [[Tracks:South_City#Sprint_Track_2|Sprint 2]], [[Tracks:South_City#City_Long|City Long]], [[Tracks:South_City#Town Course|Town Course]], [[Tracks:South_City#Chicane Route|Chicane Route]] |- ! [[Tracks:Fern_Bay|FE]] !! [[Tracks:Fern_Bay|Fern Bay]] |[[Tracks:Fern_Bay#Club|Club]], [[Tracks:Fern_Bay#Green|Green]], [[Tracks:Fern_Bay#Gold|Gold]], [[Tracks:Fern_Bay#Black|Black]], [[Tracks:Fern_Bay#Rallycross|Rallycross]], [[Tracks:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Tracks:Aston|AS]] !! [[Tracks:Aston|Aston]] |[[Tracks:Aston#Cadet|Cadet]], [[Tracks:Aston#Club|Club]], [[Tracks:Aston#National|National]], [[Tracks:Aston#Historic|Historic]], [[Tracks:Aston#Grand_Prix|Grand Prix]], [[Tracks:Aston#Grand_Touring|Grand Touring]], [[Tracks:Aston#North|North]] |- ! [[Tracks:Westhill|WE]] !! [[Tracks:Westhill|Westhill]] |[[Tracks:Westhill#National|National]], [[Tracks:Westhill#International|International]], [[Tracks:Westhill#Car Park|Car Park]], [[Tracks:Westhill#Karting|Karting]], [[Tracks:Westhill#Karting National|Karting National]] |- ! [[Tracks:Kyoto_Ring|KY]] !! [[Tracks:Kyoto_Ring|Kyoto Ring]] |[[Tracks:Kyoto_Ring#Oval|Oval]], [[Tracks:Kyoto_Ring#National|National]], [[Tracks:Kyoto_Ring#GP Long|GP Long]] |- ! [[サーキット:Autocross|AU]] !! [[サーキット:Autocross|Autocross]] |[[サーキット:Autocross#Autocross|Autocross]], [[サーキット:Autocross#Skid_Pad|Skid Pad]], [[サーキット:Autocross#Drag_Strip|Drag Strip]], [[サーキット:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[サーキット:Rockingham|RO]] !! [[サーキット:Rockingham|Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]], [[サーキット:Rockingham#National|National]], [[サーキット:Rockingham#Oval|Oval]], [[サーキット:Rockingham#ISSC_Long|ISSC Long]], [[サーキット:Rockingham#Lake|Lake]], [[サーキット:Rockingham#Handling|Handling]], [[サーキット:Rockingham#International|International]], [[サーキット:Rockingham#Historic|Historic]], [[サーキット:Rockingham#Historic_Short|Historic Short]], [[サーキット:Rockingham#International_Long|International Long]], [[サーキット:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル/マルチプレーヤーレースをセットアップできます。 ここでは、車・トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 Make a copy of the default hard track setup by highlighting it, click new to create a copy and save under a different name and play around with the settings by increasing or decreasing items, use small adjustments at first etc, when finished click OK to return to the Single Player screen and add to race by clicking the join race button. === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] Next we will cover the last button; the track selection button, pretty important as we need a safe place to race our cars, hey? You will see a small map showing the selected track from an overhead view and details on the overall length of that track. There are seven major track areas for racing, the sevenths area Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[キーコンフィグ#LFS_World_コマンド]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、保存後すぐに再生が始まってしまいますが、マルチプレイなどで再生できない場合は'2'キーを押すことをお勧めします。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[キーコンフィグ#リプレイ操作]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] b0919f2ef42c3a9d82c51aa93d39012f4ee7f784 ゲーム・モード 0 1513 2182 2017-02-18T02:55:12Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ゲーム・モード]]」を「[[ゲームモード]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[ゲームモード]] 684113819a4ba1f25dc5fc453d4835e600769b85 LFS Manual:LFS Manualについて 4 1514 2183 2017-02-18T02:57:48Z Skylinekakkoii 57 ページの作成:「このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰で...」 wikitext text/x-wiki このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 7ae117a30b18a2704b11b06accf7c4be9bf34717 LFS Manual:プライバシー・ポリシー 4 1515 2184 2017-02-18T02:59:17Z Skylinekakkoii 57 英和訳 wikitext text/x-wiki Live for Speed は法律によって必要とされない限り、あなたの個人情報を第三者へ提供することはありません。 あなたのプライバシーは私たちにとっても重要です。 ad820263486ef5ab007b7d8c170af9da5daf5925 LFS Manual:免責事項 4 1516 2186 2017-02-18T03:05:33Z Skylinekakkoii 57 英和訳 wikitext text/x-wiki # Live for Speed Wiki はパブリックなWebサイトです。これは誰でもこのWikiを読んだり書いたりすることができることを意味します。 # この性質から、Live for Speed は不適切なコンテンツに対して直接責任を負うことはありません。 # このWikiにとって不適切なコンテンツを見つけた場合は、あなたはさらなる調査のために私たちに報告することができます。 ed476b73454b343ae4b5df41aa40b552c62469ab ファイルフォーマット 0 1460 2187 1888 2017-02-18T03:05:59Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ファイル・フォーマット]]」を「[[ファイルフォーマット]]」に移動しました: 統一性確保のため wikitext text/x-wiki == DDS == [[Image:Dds.jpg|thumb]] Texture files So you want to edit LFS files that are in DDS format? Several textures in LFS are in DDS format including lights, interiors, track signage, seats, steering wheels and several other game and car components. To customise some textures in LFS You will need to edit the appropriate DDS file. DDS files can be handled by Paint Shop Pro and Photoshop after installing the DDS plugin which can be found here:<br> http://developer.nvidia.com/object/nv_texture_tools.html Although these files are hosted by Nvidia, they are not GPU-specific, so you can use them with any brand card. You don't need all of the files shown on that site. You can download a DDS viewer which can enable thumbnails in windows explorer or my computer and view them easily. There are various viewers available and all seem to work well enough. Grab the plugin if you want to edit DDS with one of the programs mentioned above. The DDS files can be found in your LFS/data/dds folder. There are a few things to be aware of before you begin: * Once you have changed the DDS file all of the cars of that type will show that file, the texture is used universally. For example, if you customised the interior of the XF GTi, then all XF GTi's in your sim will have the customised interior. Unlike you car skin, these files are used on every car of that type. * Be wary of texture size. Yes I know, you've got a fast PC and it can do anything except make your bed, but still be wary of texture size. The default textures in LFS work very well, replacing a 30KB texture with a 300KB texture will use more resources. It is very easy to overdo it so be sensible and back up your files first. * When you save your customised file you will probably be presented with some complicated save options. Just try the default settings, in other words: don't worry too much about all the bells and whistles. If the option to generate mip maps is not selected then select it first but it should be on by default in most cases. * There is a plugin that you will need and it works for Adobe Photoshop and Jasc (recently purchased by Corel) Paint Shop Pro only. Both of these programs use the same plugin file. There is a 3DS MAX plugin too, but MAX users check your version first to see if the plugin is even required. Please note that DDS files use an alpha layer in many cases. If you don't know what that means I suggest you consult your software's documentation and try experimenting with the DDS format files. Remember to save your files back into DDS format! == PTH == Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed. == TXT == Language Files Thanks to Eold, we have a translation utility program which makes it easier to make language packs. See the enclosed README.txt for more information.<br> http://www.liveforspeed.co.uk/LFSTranslator.zip == SET == Thanks to [[user:colcob|colcob]] for originally working this format out for v0.3H ([http://forum.rscnet.org/showthread.php?t=213190]), [[user:Bob Smith|Bob Smith]] for updating it for v0.5P([http://www.lfsforum.net/showthread.php?t=14477]), [[user:Woz|Woz]] for updating the bit field values for passengers, and back to [[user:Bob Smith|Bob Smith]] for updating it for v0.5X/Y. <pre> TYPES : ======= char : 1-byte ASCII character byte : 1-byte integer word : 2-byte unsigned integer float: 4-byte float Offset Type num Description ------ ---- --- ----------- 0 char 6 Description (always SRSETT) 6 byte 1 0 7 byte 1 LFS Internal Version (was 250 for ages, now 251) [ignore this number] 8 byte 1 File format version (currently 2) [check this number] 9 byte 3 0 12 byte 1 Bit 0 (Asymmetrical On=1, Off=0) Bit 1 (Traction Control On=1, Off=0) Bit 7 (Patch X Setup=1, older set=0) - for pre-load handling 13 byte 1 Unknown, seems to hold random values 14 byte 1 Handicap Mass Position 15 byte 1 Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar) 16 float 1 Brake Strength (Nm) 20 byte 1 Rear Wing Angle 21 byte 1 Front Wing Angle 22 byte 1 Voluntary Handicap Mass 23 byte 1 Voluntary Intake Restriction 24 byte 1 Max Steering Lock 25 byte 1 Parallel Steering 26 byte 1 Brake Balance 27 byte 1 Engine Brake Reduction 28 byte 1 Centre Diff Type (0=Open, 1=Viscous) 29 byte 1 Centre Diff Viscous Torque 30 byte 1 0 31 byte 1 Centre Diff Torque Split 32 word 1 Gear Ratio 7 (0 to 65536 = 0.5 to 7.5) 34 word 1 Gear Ratio Final (0 to 65536 = 0.5 to 7.5) 36 word 1 Gear Ratio 1 (0 to 65536 = 0.5 to 7.5) 38 word 1 Gear Ratio 2 (0 to 65536 = 0.5 to 7.5) 40 word 1 Gear Ratio 3 (0 to 65536 = 0.5 to 7.5) 42 word 1 Gear Ratio 4 (0 to 65536 = 0.5 to 7.5) 44 word 1 Gear Ratio 5 (0 to 65536 = 0.5 to 7.5) 46 word 1 Gear Ratio 6 (0 to 65536 = 0.5 to 7.5) 48 byte 1 Passenger (4 2bit fields). Passengers are located in the byte at the following locations 76|54|32|10 --+--+--+-- RR|RC|RL|FR The individual passenger types are identified as follows. 00 = None 01 = Male 10 = Female 49 byte 1 Car Config (roof on LX4/6 and UF1) 50 byte 1 Traction Control Slip (divide by ten) 51 byte 1 Traction Control Engage Speed 52 float 1 Rear Ride Height (NOT spring motion range) 56 float 1 Rear Spring Stiffness (N/mm) 60 float 1 Rear Compression/Bump Damping (N/mm) 64 float 1 Rear Rebound Damping (N/mm) 68 float 1 Rear Anti Roll Bar Stiffness (N/mm) 72 byte 4 0 76 byte 1 Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg) 77 byte 1 Rear Caster (i.e. always zero) 78 byte 1 Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 79 byte 1 0 80 byte 1 LR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 81 byte 1 RR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 82 byte 1 0 83 byte 1 Rear Diff Clutch Pack Pre-load (multiply by ten) 84 byte 1 Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 85 byte 1 Rear Viscous Torque 86 byte 1 Rear Power Locking 87 byte 1 Rear Coast Locking 88 word 1 LR Tyre Pressure (kPa) 90 word 1 RR Tyre Pressure (kPa) 92 float 1 Front Ride Height (NOT spring motion range) 96 float 1 Front Spring Stiffness (N/mm) 100 float 1 Front Bump/Compression Damping (N/mm) 104 float 1 Front Rebound Damping (N/mm) 108 float 1 Front Anti Roll Bar Stiffness (N/mm) 112 byte 4 0 116 byte 1 Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg) 117 byte 1 Front Caster (need to divide by ten) 118 byte 1 Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 119 byte 1 0 120 byte 1 LF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 121 byte 1 RF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 122 byte 1 0 123 byte 1 Front Diff Clutch Pack Pre-load (multiply by ten) 124 byte 1 Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 125 byte 1 Front Viscous Torque 126 byte 1 Front Power Locking 127 byte 1 Front Coast Locking 128 word 1 LF TyrePressure (kPa) 130 word 1 RF TyrePressure (kPa) </pre> == LYT == These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]). <pre>TYPES : ======= 1) short : 16 bit signed integer 2) word : 16 bit unsigned integer 3) char : 8 bit signed integer 4) byte : 8 bit unsigned integer FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- HEADER BLOCK : 6 char 0 LFSLYT : do not read file if no match 1 byte 6 version : do not read file if > 0 1 byte 7 revision : do not read file if > 247 1 word 8 num added objects : number of OBJECT BLOCKS 1 byte 10 laps : number 1 byte 11 spare byte : zero ......OBJECT BLOCKS OBJECT BLOCK : 1 short 0 X : position (1 metre = 16) 1 short 2 Y : position (1 metre = 16) 1 char 4 Zchar : approximate height (1 metre = 4) - see NOTE4 below 1 byte 5 Flags : 0 for objects - see NOTE1 below 1 byte 6 Index : object (see existing LYT files, NOTE3 below) 1 byte 7 HeadingByte : see NOTE2 below NOTE1 : ------- Flags byte is always zero for actual objects. For start positions or checkpoints, it is always non-zero. The bits (0 to 7) are arranged like this (bit 0 is the lowest bit) : bits 0 to 1 : 0 = Start position / 1 to 3 = Checkpoint index bits 2 to 5 : Checkpoint width in metres (shifted left by 2 bits) bit 6 : never set bit 7 : always set (0x80) NOTE2 : ------- HeadingByte represents 360 degrees in 256 values. HeadingByte = (heading + 180) * 256 / 360 128 : heading of zero 192 : heading of 90 degrees 0 : heading of 180 degrees 64 : heading of -90 degrees NOTE3 : ------- Objects indexes allowed by tracks. * Autocross track : TYRES (white) : 0 TYRES (red) : 1 post1 : 2 TYRES2 (white) : 3 TYRES2 (red) : 4 TYRES (white) : 19 bale1 : 23 AD_banner1 : 24 Banner_AD2 : 25 Banner_AD3 : 27 CONE red : 29 CONE red3 : 30 CONE blue : 31 Cone yellow : 32 Cone_pointer : 33 CONE red2 : 34 CONE green : 39 Barrier white : 46 Barrier red : 47 Barrier long : 48 Sign keep left : 49 Sign keep right : 58 arrow left : 52 arrow right3 : 56 arrow left3 : 57 chalk line : 59 * Blackwood track : cone1 : 0 cone2 : 1 bale : 3 tyre_white_s2 : 5 tyre_blue : 6 railing : 8 tyre_BLUE_L : 14 tyre_GREEN_R : 15 tyre_white_NEW1 : 26 tyre_BLUE_NEW : 27 tyre_white_NEW2 : 31 tyre_BLUE_NEW2 : 32 ADBANNER_RSC : 35 ADBANNER_cromo : 36 * South City track : Railing : 4 cone1 : 17 cone2 : 18 tyre1_WHITE : 21 tyre2_REF : 22 * Fern Bay track : cone1 : 0 old_tyre1 : 2 old_tyre2 : 3 old_tyre3 : 4 tyresstack1 : 10 tyresstack2 : 11 tyresstack3 : 12 NOTE4 : (from Scawen) --------------------- ZChar is the approximate altitude, but LFS will do a collision test to position it accurately on the ground. It can be anything from 4 metres underground to 6 metres above the ground and it will still work ok. Why it's needed is so you can position objects under a bridge or on top of a bridge. Because first it tests for the ground position along a line from 2 metres above the approximate height, down to 4 metres below the approximate height. If that fails then it tries a second test from 6 metres above the approximate height, down to 4 metres below the approximate height.</pre> == LYT == These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]). <pre>TYPES : ======= 1) short : 16 bit signed integer 2) word : 16 bit unsigned integer 3) char : 8 bit signed integer 4) byte : 8 bit unsigned integer FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- HEADER BLOCK : 6 char 0 LFSLYT : do not read file if no match 1 byte 6 version : do not read file if > 0 1 byte 7 revision : do not read file if > 247 1 word 8 num added objects : number of OBJECT BLOCKS 1 byte 10 laps : number 1 byte 11 spare byte : zero ......OBJECT BLOCKS OBJECT BLOCK : 1 short 0 X : position (1 metre = 16) 1 short 2 Y : position (1 metre = 16) 1 char 4 Zchar : approximate height (1 metre = 4) - see NOTE4 below 1 byte 5 Flags : 0 for objects - see NOTE1 below 1 byte 6 Index : object (see existing LYT files, NOTE3 below) 1 byte 7 HeadingByte : see NOTE2 below NOTE1 : ------- Flags byte is always zero for actual objects. For start positions or checkpoints, it is always non-zero. The bits (0 to 7) are arranged like this (bit 0 is the lowest bit) : bits 0 to 1 : 0 = Start position / 1 to 3 = Checkpoint index bits 2 to 5 : Checkpoint width in metres (shifted left by 2 bits) bit 6 : never set bit 7 : always set (0x80) NOTE2 : ------- HeadingByte represents 360 degrees in 256 values. HeadingByte = (heading + 180) * 256 / 360 128 : heading of zero 192 : heading of 90 degrees 0 : heading of 180 degrees 64 : heading of -90 degrees NOTE3 : ------- Objects indexes allowed by tracks. * Autocross track : TYRES (white) : 0 TYRES (red) : 1 post1 : 2 TYRES2 (white) : 3 TYRES2 (red) : 4 TYRES (white) : 19 bale1 : 23 AD_banner1 : 24 Banner_AD2 : 25 Banner_AD3 : 27 CONE red : 29 CONE red3 : 30 CONE blue : 31 Cone yellow : 32 Cone_pointer : 33 CONE red2 : 34 CONE green : 39 Barrier white : 46 Barrier red : 47 Barrier long : 48 Sign keep left : 49 Sign keep right : 58 arrow left : 52 arrow right3 : 56 arrow left3 : 57 chalk line : 59 * Blackwood track : cone1 : 0 cone2 : 1 bale : 3 tyre_white_s2 : 5 tyre_blue : 6 railing : 8 tyre_BLUE_L : 14 tyre_GREEN_R : 15 tyre_white_NEW1 : 26 tyre_BLUE_NEW : 27 tyre_white_NEW2 : 31 tyre_BLUE_NEW2 : 32 ADBANNER_RSC : 35 ADBANNER_cromo : 36 * South City track : Railing : 4 cone1 : 17 cone2 : 18 tyre1_WHITE : 21 tyre2_REF : 22 * Fern Bay track : cone1 : 0 old_tyre1 : 2 old_tyre2 : 3 old_tyre3 : 4 tyresstack1 : 10 tyresstack2 : 11 tyresstack3 : 12 NOTE4 : (from Scawen) --------------------- ZChar is the approximate altitude, but LFS will do a collision test to position it accurately on the ground. It can be anything from 4 metres underground to 6 metres above the ground and it will still work ok. Why it's needed is so you can position objects under a bridge or on top of a bridge. Because first it tests for the ground position along a line from 2 metres above the approximate height, down to 4 metres below the approximate height. If that fails then it tries a second test from 6 metres above the approximate height, down to 4 metres below the approximate height.</pre> == DRV == These files contain the data on the AI drivers. This format was "discovered" around 0.3G, and it is unknown if they have been changed recently ([http://forum.rscnet.org/showthread.php?t=215013]). <pre>TYPES : ======= char : 1-byte ascii character byte : 1-byte integer word : 2-byte integer int : 4-byte integer, lowest byte first FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- 6 char 0 SRAINM : do not read file if no match 1 byte 6 unknown : 0x00 ? 1 byte 7 unknown : 0xF6 Version? 1 byte 8 num AIs : Number of AI Names in that file? 3 byte 9 unknown : 3 bytes unknown AI Data: Repeat (num AIs) times. 24 char 0 Name : AI's playername (Fill with 0x00) 8 char 24 Plate : Numberplate label (Fill with 0x00) 1 byte 32 Gender : 0x00 == Male, 0x01 == Female 3 byte 33 unknown : 3 bytes unknown</pre> == BANS == The file format of the bans file ([http://forum.rscnet.org/showpost.php?p=2426455&postcount=9]). <pre>Notes : The 64 bit "Time" values are obtained from GetSystemTimeAsFileTime. Meaning : number of 100-nanosecond intervals since January 1, 1601. One hour (HOUR_TIME) = 36000000000 Demo ban expiry : time - ban->Time > 12 * HOUR_TIME Name ban expiry : time - ban->Time > ban->BanHours * HOUR_TIME The bans are loaded into memory when : - the program starts up. The bans are saved to disk when : - bans are cleared - a new ban is added - the program exits file format ----------- 6 chars LFSBAN 1 byte 0 1 byte version (246 - do not read file if increased) 1 integer num_demo_bans [demo ban * num_demo_bans] 1 integer num_name_bans [name ban * num_name_bans] demo_ban -------- in_addr IP address __int64 Time name_ban -------- 24 chars user name __int64 Time integer BanHours</pre> {{Guides}} <!-- links to other languages --> [[de:Dateiformate]] [[en:File Formats]] c01a7fdf4a748cb0bf61f18dfbddbe30020a721f ファイル・フォーマット 0 1517 2188 2017-02-18T03:05:59Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ファイル・フォーマット]]」を「[[ファイルフォーマット]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[ファイルフォーマット]] 32bc5db47da71ffe743bc420b259821f538a880c カメラ視点 0 1470 2189 1918 2017-02-18T03:07:58Z Skylinekakkoii 57 Skylinekakkoii がページ「[[カメラ・ビュー]]」を「[[カメラ視点]]」に移動しました: 統一性確保のため wikitext text/x-wiki LFSでは5つのカメラ・ビューを利用できます。'V'キーまたは'Shift + V'キーで正順、逆順に切り替えできます。これら最初からあるビューに加え、 車種ごとに画角の広さも変更可能な[[オプション#カスタム・ビューモード(custom)|カスタム・ビュー]]も作成できます。 == 車内(In-Car) == [[image:LFSViewInCar.jpg|thumb|In-Car camera view]] Probably the most used and most realistic camera view available in LFS. This view puts you directly into the virtual driver's helmet, letting you only see what a real person sitting in the car would be able to see. Depending on your player settings, this view can either place you on the left or on the right side of the car. <br><br><br><br><br> == カスタム == [[image:LFSViewWheels.jpg|thumb|Custom View]] The second most used view in LFS, removing all but the car's wheels from the display. Some people prefer this setting, as it doesn't block your view like the In-Car one does. Besides that, it also increases the sense of speed because you see the ground zipping by and it can help keeping your framerate up on older systems. <br><br><br><br><br> == 追尾カメラ == [[image:LFSViewChase.jpg|thumb|Chase camera view]] Most prominent in arcade games, this is a seldom used viewing angle in LFS. Some people prefer this one to know what's going on around the car, without having to resort to the look-left/right feature. <br><br><br><br><br><br> == トップ・ダウン == [[image:LFSViewTopDown.jpg|thumb|Top-Down camera view]] Probably never used while racing, this can be a nice view when analysing replays to find out who caused the T1 mayhem this time. <br><br><br><br><br><br> == 観覧者 / TVカメラ == [[image:LFSViewCamera.jpg|thumb|Spectator / TV camera view]] Like the name suggests, this is a view similar to what you see on TV while watching races. There are multiple fixed points around the track, switching to the next one as the currently focused car gets out of view of the previous camera. Most probably not the best choice for racing, but rather nice for watching replays. <!-- links to other languages --> [[de:Kameraansichten]] [[en:Views]] 4399b316db6b176d9a7e61a418f1f3cc5d30ee21 カメラ・ビュー 0 1518 2190 2017-02-18T03:07:58Z Skylinekakkoii 57 Skylinekakkoii がページ「[[カメラ・ビュー]]」を「[[カメラ視点]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[カメラ視点]] f843abd751460e9b3d35508503a8a6dafc6ccec6 その他ツール 0 1461 2192 1891 2017-02-18T03:09:56Z Skylinekakkoii 57 Skylinekakkoii がページ「[[付加ツール]]」を「[[その他ツール]]」に移動しました: 英語版に準拠 wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] http://www.browseforspeed.net Browse For Speed is a free, open-source server browser. It is able to query and join Demo/S1/S2 servers. It differs from mates@track in that it actually queries the master server for a list of servers (it only uses pubstats for some of its features), and is therefore able to show additional information such as ping. It includes a friends list and maintains a list of your favourite servers. Additionally, it can connect to any server via insim, and provides various admin utilities - displays server messages (chat to people in your server externally), a player list and provides ways to kick/ban/spectate players in the server. There have been several contributors to Browse For Speed including translators, testers and code submissions. The main code is maintained by Richard Nelson (wabz), Ben Kenny (Snookle) and Philip Nelson. == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator is a program that allows following the racing on a LFS S2 server without playing on it, or even having LFS installed. It uses the current version InSim, and might require updates when InSim evolves in the future. For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. If you find bugs, feel free to contact the author, but he probably knows them already and is working on it ;) === Keys === '''Tab''' switches cars '''Shift + Tab''' switches cars in reverse order '''Cursor''' move camera in free mode '''Shift + Cursor''' rotate view in free mode '''+ / -''' zoom in / out == mates@track II == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === What is mates@track? === mates@track II (short m@t2) is a little tool whiche shows you the online-/offline status of your LFS-buddies. It also displays the available servers of LFS and some statistics about tracks (e.g. world records) and you buddies (e.g. pb's etc.). === Installation === Extract all files of the zip archive into an empty folder. Start m@t2 by running the file matesATtrack2.exe. If you have a firewall be sure to allow m@t2 to connect to the internet, otherwise m@t2 could not get the online status of your buddies. === How to use m@t2 === In the main window there are two major sections. Left there is the server list and right there are your buddies listed. Move the mouse over any button to get a short description of its function. First of all click on the button "Settings..." to setup m@t2 for your needs. Choose the LFS.exe and customize the interval for checking the online status. To start working, just create a group! To do so click the "Create group..." button. This is the the first button top left (just move over the button to see its description)! You are able to define different groups of buddies. To delete a group choose the "Delete group" button. Use the button "Add mate..." - this is the first button middle left - to add your buddies to the list. It's very important to know the LFS world name of your buddy and to type it correctly. Caution, the LFS world name is case sensitiv! Otherwise m@t2 is not able to determine the online status. Wait until the auto-refresh function updates the server status. It's only possible to get a new server list (on-/offline status) every 60 seconds. If you want to know on which server your mate is driving, just double-click the mate in the right list and the server list will scroll automatically to the certain server your mate is on. If you double-click a server a list will pop up which provides all players who are on the server. == DediGUI 2 == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === What is DediGUI 2? === DediGUI 2 is a little tool, that helps you setting up a LFS Dedicated Server. Because of its nice designed and understandable graphic user interface it's very easy to set up your own server with some clicks. === Installation === Extract all files of the zip archive into the LFS root folder. Start DediGUI 2 by running the file DediGUI2.exe. Now it's possible to set up your LFS Dedicated Server settings by using the graphical user interface. === How to use DediGUI 2 === First of all you have to set up the server configuration. You have to define a hostname (must be unique if using master server) and you should also define an admin password! After setting up the configuration you only have to click on "Launch" to start the server. If you like you can save the setup configuration and load you saved configurations too. With every start of DediGUI 2 the last configuration (dedigui.dss) will be loaded! == BanEditor == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === What is LFS:BanEditor? === LFS:BanEditor, short LFS:BE, is a little tool, which makes it possible to edit your server bans. === Installation === Extract all files of the zip archive into an empty folder of your choice. Start LFS:BC by running the file LFSBanEditor.exe. Now it's possible to edit the bans. === How to use LFS:BanEditor === Click "Open" to open a ban file of your choice.<br> Now you can add/edit/remove or clear the bans. There are two kind of bans. The S2 ban and the S2 Demo ban. For a S2 ban you need the LFS World name of the person you want to ban. For a S2 Demo ban you need the IP of this person. To add a ban just click "Add" and enter the needed data. Be sure to choose the correct kind of ban!<br> To edit a ban click "Edit".<br> To remove a ban click "Remove".<br> To clear all bans click "Clear".<br> Before you exit or choose another ban file you have to save the file by clicking on "Save". Otherwise your cahnges will not apply! == Join2LFS == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === What is Join2LFS? === Join2LFS is a little tool, which makes it possible to join a LFS server by clicking onto the Join-link at LFS World (http://www.lfsworld.com), the famouse and unique statistic website for Live For Speed. === Installation === * Extract all files of the zip archive into the LFS root folder. Start Join2LFS by running the file Join2LFS.exe. * Click on Install to register the link-type lfs://. * Now it's possible to join a server directly from LFS World by clicking on Join beside the server in the server list or in the Live Alert beside you buddy. * Close Join2LFS. === How to use Join2LFS === Click on a Join-link on the LFS World website. Join2LFS will pop up displaying the Server name and a password field. If you like to join a public server with a password (e.g. if you are an admin), just type in the password and click "Join" or leave the password field blank if you don't want to enter a password.<br> If you are about to join a private server (password prodected) the tool tells you that you have to define a password to join this server. If everythings ok just click "Join" to join the server. <br> All defined passwords will be saved in the file SvrPass.data. So if you are about to join a server, which you already joined with a password, the last typed in password will appear automatically. So you do not have to remeber all passwords :) == InSimGuard == By Holger "cr4zy!C3" Reitner crazyice@crazyice.net http://lfstools.crazyice.net/ === Installation === Just extract the files in the archiv into an empty folder.<br> Start InSim Guard by double clicking InSimGuard.exe === Configuration === Before InSimGuard is able to get InSim data by LFS you have to setup the following things: Before you connect you have to start LFS with InSim port 44444 (changeable in .ini file). To do so, just start LFS with parameter /InSim=44444 or type /InSim=44444 using the chat function (press "T" to type messages) into LFS. If an admin password is required, or you want to change the ports just edit the InSimGuard.ini file or by hitting the button "Settings". After you setup everything you can click onto the button "Connect". If everything works fine LFS shows the following message: InSimInit port: 44445 (where 44445 is "ListenPort" in the .ini file) <!-- links to other languages --> [[de:Weitere Programme]] == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://www.vehicle-analyser.com === What is VHPA? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === Installation === VHPA comes with an installer, usage should be pretty self explanatory. === How to use VHPA === Please read the PDF manual located in the program's folder for an explanation of al lthe programs features. It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. [[en:Additional Tools]] 863e82bf2a461989a86a56ece0a2f126b5d6b5bc 付加ツール 0 1519 2193 2017-02-18T03:09:57Z Skylinekakkoii 57 Skylinekakkoii がページ「[[付加ツール]]」を「[[その他ツール]]」に移動しました: 英語版に準拠 wikitext text/x-wiki #転送 [[その他ツール]] 69d05d7e0f55909aad5664f20c7704a5b3750424 LFS World ステータス 0 1520 2196 2017-02-18T03:15:44Z Skylinekakkoii 57 英和訳 wikitext text/x-wiki [https://www.lfs.net/forum/thread/14480 LFSWorld ステータスフォーラムスレッド]でLFS World ステータスへどのようにアクセスすればよいか見つけることができます。 このWikiページはまだただのリンクです。是非フォーラムの内容をまとめるなどの更新をしてください! 5904ba6620f622d5977e004aa3e0976ae6418b22 2197 2196 2017-02-18T03:16:01Z Skylinekakkoii 57 見づらいのでスペース追加 wikitext text/x-wiki [https://www.lfs.net/forum/thread/14480 LFSWorld ステータスフォーラムスレッド] でLFS World ステータスへどのようにアクセスすればよいか見つけることができます。 このWikiページはまだただのリンクです。是非フォーラムの内容をまとめるなどの更新をしてください! 1ed3621b214e995f760b3368248a71cc8d61596e サーキット 0 1415 2198 2144 2017-02-18T03:43:10Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.297 km (2.048 mi)||40 |- |Historic||BL2||3.294 km (2.2047 mi)||40 |- |Rallycross||BL3||1.838 km (1.142 mi)||40 |- |Car Park||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||32 |- |Town Course||SO5||3.146 km (1.955 mi)||32 |- |Chicane Route||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の、長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。6つの設定と逆走設定があります。 *'''Fern Bay''' - Fern Bayサーキットはジャマイカの海岸を存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。 *'''Westhill''' - The board of the Westhill Circuit has invested heavily in creating a state of the art environment for racers of any type. The main tracks provide fast and wide turns, spiced up with interesting chicanes and the widest, most beautiful finish straight in S2 with a blind first corner. Recently two karting tracks have been constructed – one small, one large - providing a challenge for even the fittest of racers. *'''Aston''' - The Aston race track has several long and short configurations within a setting patterned after the English countryside, full of forest and small hills, and it is the most popular S2 circuit. The seven road configurations, plus reverse for each, include the longest in S2 at 8.8 km (5.5 mi). Fast and slow turns, some altitude changes and a fast chicane are the main ingredients to this race track. == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |ISSC||RO1||3.097 km (1.924 mi)||40 |- |National||RO2||2.697 km (1.676 mi)||40 |- |Oval||RO3||2.363 km (1.468 mi)||40 |- |ISSC Long||RO4||3.253 km (2.021 mi)||40 |- |Lake||RO5||1.046 km (0.650 mi)||40 |- |Handling||RO6||1.559 km (0.969 mi)||40 |- |International||RO7||3.874 km (2.407 mi)||40 |- |Historic||RO8||3.565 km (2.215 mi)||40 |- |Historic Short||RO9||2.197 km (1.365 mi)||40 |- |International Long||RO10||4.056 km (2.521 mi)||40 |- |Sportscar||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] df4f89d5a140fa49bde0ff1c50a9cf43e6f1cbe8 Kyoto Ring 0 1521 2199 2017-02-18T03:57:58Z Skylinekakkoii 57 英和訳 wikitext text/x-wiki [[Image:KYHiRes.jpg|thumb|Kyoto Ring]] 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。コース設定は様々な状態へと変えることができます。ここでは遅いレースと速いレースのどちらも楽しめるでしょう。 == Oval == {{Track |Longname=Kyoto Ring Oval |Shortname=KY1 |Trackmap=[[Image:KY1.jpg|300px]] |kmLength=3.0 |miLength=1.9 |Description=傾斜のきついバンクのついたLFSでもっとも速度域の高いトライオーバルコースです。3つ目の最終コーナーが最も遅く、バンク角も最も小さいです。 スタートラインの直線はわずかに曲がっており、注意して走行しないとクラッシュを招きます。スリップストリームや、燃料とタイヤの戦略がこのサーキットでは最も大きな役割を果たすでしょう。}} == National == {{Track |Longname=Kyoto Ring National |Shortname=KY2 |Trackmap=[[Image:KY2.jpg|300px]] |kmLength=5.1 |miLength=3.2 |Description=このコースの一部は、(基本的にはロングワイドストレートとカウントされますが) オーバルとなっています。しかし、それ以外の部分はとても狭く曲がりくねっています。}} == GP Long == {{Track |Longname=Kyoto Ring GP Long |Shortname=KY3 |Trackmap=[[Image:KY3.jpg|300px]] |kmLength=7.4 |miLength=4.6 |Description=この設定では専用のピットエリアとメインストレートを持っています。オーバルの1コーナーしか使いませんが、とても速度域の高い直線と大雑把なカーブを持っています。LFSで最も長いコースの1つです。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Kyoto_Ring]] [[it:Piste:Kyoto_Ring]] [[hu:Pályák:Kyoto Ring]] [[ru:Трассы:Kyoto_Ring]] 7dfceb2c1cb7b9ac2937530bfc8db0fff278059c 2202 2199 2017-02-18T04:01:24Z Skylinekakkoii 57 /* GP Long */ wikitext text/x-wiki [[Image:KYHiRes.jpg|thumb|Kyoto Ring]] 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。コース設定は様々な状態へと変えることができます。ここでは遅いレースと速いレースのどちらも楽しめるでしょう。 == Oval == {{Track |Longname=Kyoto Ring Oval |Shortname=KY1 |Trackmap=[[Image:KY1.jpg|300px]] |kmLength=3.0 |miLength=1.9 |Description=傾斜のきついバンクのついたLFSでもっとも速度域の高いトライオーバルコースです。3つ目の最終コーナーが最も遅く、バンク角も最も小さいです。 スタートラインの直線はわずかに曲がっており、注意して走行しないとクラッシュを招きます。スリップストリームや、燃料とタイヤの戦略がこのサーキットでは最も大きな役割を果たすでしょう。}} == National == {{Track |Longname=Kyoto Ring National |Shortname=KY2 |Trackmap=[[Image:KY2.jpg|300px]] |kmLength=5.1 |miLength=3.2 |Description=このコースの一部は、(基本的にはロングワイドストレートとカウントされますが) オーバルとなっています。しかし、それ以外の部分はとても狭く曲がりくねっています。}} == GP Long == {{Track |Longname=Kyoto Ring GP Long |Shortname=KY3 |Trackmap=[[Image:KY3.jpg|300px]] |kmLength=7.4 |miLength=4.6 |Description=この設定では専用のピットエリアとメインストレートを持っています。オーバルは1コーナーしか使いませんが、それ以外にもとても速度域の高い直線ととてもゆるやかなカーブを持っています。LFSで最も長いコースの1つです。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Kyoto_Ring]] [[it:Piste:Kyoto_Ring]] [[hu:Pályák:Kyoto Ring]] [[ru:Трассы:Kyoto_Ring]] d6482a22b2fab3266b35ef2183711fb0a0db5c57 テンプレート:Track 10 1495 2200 2137 2017-02-18T03:59:49Z Skylinekakkoii 57 wikitext text/x-wiki {| style="vertical-align:top;" ! style="background:#efefef;" | {{{Longname}}} | style="align:top; rowspan="2" | 略称: {{{Shortname}}}<br />コース長: {{{kmLength|N/A}}} km ({{{miLength|N/A}}} マイル)<br/>{{{Description}}} |- | style="vertical-align:top;" |{{{Trackmap}}} |} 3f16557ff6e2325e6f6041a8dbc320727772145e 2201 2200 2017-02-18T04:00:12Z Skylinekakkoii 57 wikitext text/x-wiki {| style="vertical-align:top;" ! style="background:#efefef;" | {{{Longname}}} | style="vertical-align:top; rowspan="2" | 略称: {{{Shortname}}}<br />コース長: {{{kmLength|N/A}}} km ({{{miLength|N/A}}} マイル)<br/>{{{Description}}} |- | style="vertical-align:top;" |{{{Trackmap}}} |} cef62de8f240a564ef726dd62639793d2d5c6443 サーキット 0 1415 2203 2198 2017-02-18T23:59:03Z Skylinekakkoii 57 /* S2 サーキット */ 翻訳 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]]||GP Track||BL1||3.297 km (2.048 mi)||40 |- |Historic||BL2||3.294 km (2.2047 mi)||40 |- |Rallycross||BL3||1.838 km (1.142 mi)||40 |- |Car Park||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||Classic||SO1||2.033 km (1.263 mi)||30 |- |Sprint Track 1||SO2||2.048 km (1.273 mi)||16 |- |Sprint Track 2||SO3||1.334 km (0.829 mi)||16 |- |City Long||SO4||4.029 km (2.504 mi)||32 |- |Town Course||SO5||3.146 km (1.955 mi)||32 |- |Chicane Route||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||Autocross||AU1||N/A||16 |- |Skid Pad||AU2||N/A||16 |- |Drag Strip||AU3||0.402 km (0.250 mi)||2 |- |Eight Lane Drag||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の、長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。6つの設定と逆走設定があります。 *'''Fern Bay''' - Fern Bayサーキットはジャマイカの海岸を存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。 *'''Westhill''' - このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 *'''Aston''' - Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |ISSC||RO1||3.097 km (1.924 mi)||40 |- |National||RO2||2.697 km (1.676 mi)||40 |- |Oval||RO3||2.363 km (1.468 mi)||40 |- |ISSC Long||RO4||3.253 km (2.021 mi)||40 |- |Lake||RO5||1.046 km (0.650 mi)||40 |- |Handling||RO6||1.559 km (0.969 mi)||40 |- |International||RO7||3.874 km (2.407 mi)||40 |- |Historic||RO8||3.565 km (2.215 mi)||40 |- |Historic Short||RO9||2.197 km (1.365 mi)||40 |- |International Long||RO10||4.056 km (2.521 mi)||40 |- |Sportscar||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 6c420b6c003e3774faba43f503759b4f821e6235 2242 2203 2017-02-21T05:50:26Z Skylinekakkoii 57 作成済みページへのリンク追加 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br />Blackwood]]||[[サーキット:Blackwood#GP Track|GP Track]]||BL1||3.297 km (2.048 mi)||40 |- |[[サーキット:Blackwood#Historic|Historic]]||BL2||3.294 km (2.2047 mi)||40 |- |[[サーキット:Blackwood#Rallycross|Rallycross]]||BL3||1.838 km (1.142 mi)||40 |- |[[サーキット:Blackwood#Car_Park|Car Park]]||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||[[サーキット:South City#Classic|Classic]]||SO1||2.033 km (1.263 mi)||30 |- |[[サーキット:South City#Sprint_Track_1|Sprint Track 1]]||SO2||2.048 km (1.273 mi)||16 |- |[[サーキット:South City#Sprint_Track_2|Sprint Track 2]]||SO3||1.334 km (0.829 mi)||16 |- |[[サーキット:South City#City_Long|City Long]]||SO4||4.029 km (2.504 mi)||32 |- |[[サーキット:South City#Town_Course|Town Course]]||SO5||3.146 km (1.955 mi)||32 |- |[[サーキット:South City#Chicane_Route|Chicane Route]]||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||[[サーキット:Autocross#Autocross|Autocross]]||AU1||N/A||16 |- |[[サーキット:Autocross#Skid_Pad|Skid Pad]]||AU2||N/A||16 |- |[[サーキット:Autocross#Drag_Strip|Drag Strip]]||AU3||0.402 km (0.250 mi)||2 |- |[[サーキット:Autocross#8_Lane_Drag|Eight Lane Drag]]||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の、長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。6つの設定と逆走設定があります。 *'''Fern Bay''' - Fern Bayサーキットはジャマイカの海岸を存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。 *'''Westhill''' - このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 *'''Aston''' - Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]]||RO1||3.097 km (1.924 mi)||40 |- |[[サーキット:Rockingham#National|National]]||RO2||2.697 km (1.676 mi)||40 |- |[[サーキット:Rockingham#Oval|Oval]]||RO3||2.363 km (1.468 mi)||40 |- |[[サーキット:Rockingham#ISSC_Long|ISSC Long]]||RO4||3.253 km (2.021 mi)||40 |- |[[サーキット:Rockingham#Lake|Lake]]||RO5||1.046 km (0.650 mi)||40 |- |[[サーキット:Rockingham#Handling|Handling]]||RO6||1.559 km (0.969 mi)||40 |- |[[サーキット:Rockingham#International|International]]||RO7||3.874 km (2.407 mi)||40 |- |[[サーキット:Rockingham#Historic|Historic]]||RO8||3.565 km (2.215 mi)||40 |- |[[サーキット:Rockingham#Historic_Short|Historic Short]]||RO9||2.197 km (1.365 mi)||40 |- |[[サーキット:Rockingham#International_Long|International Long]]||RO10||4.056 km (2.521 mi)||40 |- |[[サーキット:Rockingham#Sportscar|Sportscar]]||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 2d3d967f2b1a68a1f640246a768091580f225347 2250 2242 2017-02-21T10:44:54Z Skylinekakkoii 57 /* S1 サーキット */ 訂正 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br />Blackwood]]||[[サーキット:Blackwood#GP Track|GP Track]]||BL1||3.297 km (2.048 mi)||40 |- |[[サーキット:Blackwood#Historic|Historic]]||BL2||3.294 km (2.2047 mi)||40 |- |[[サーキット:Blackwood#Rallycross|Rallycross]]||BL3||1.838 km (1.142 mi)||40 |- |[[サーキット:Blackwood#Car_Park|Car Park]]||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||[[サーキット:South City#Classic|Classic]]||SO1||2.033 km (1.263 mi)||30 |- |[[サーキット:South City#Sprint_Track_1|Sprint Track 1]]||SO2||2.048 km (1.273 mi)||16 |- |[[サーキット:South City#Sprint_Track_2|Sprint Track 2]]||SO3||1.334 km (0.829 mi)||16 |- |[[サーキット:South City#City_Long|City Long]]||SO4||4.029 km (2.504 mi)||32 |- |[[サーキット:South City#Town_Course|Town Course]]||SO5||3.146 km (1.955 mi)||32 |- |[[サーキット:South City#Chicane_Route|Chicane Route]]||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||[[サーキット:Autocross#Autocross|Autocross]]||AU1||N/A||16 |- |[[サーキット:Autocross#Skid_Pad|Skid Pad]]||AU2||N/A||16 |- |[[サーキット:Autocross#Drag_Strip|Drag Strip]]||AU3||0.402 km (0.250 mi)||2 |- |[[サーキット:Autocross#8_Lane_Drag|Eight Lane Drag]]||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の、長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。6つの設定と逆走設定があります。 *'''Fern Bay''' - Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。 *'''Westhill''' - このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 *'''Aston''' - Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]]||RO1||3.097 km (1.924 mi)||40 |- |[[サーキット:Rockingham#National|National]]||RO2||2.697 km (1.676 mi)||40 |- |[[サーキット:Rockingham#Oval|Oval]]||RO3||2.363 km (1.468 mi)||40 |- |[[サーキット:Rockingham#ISSC_Long|ISSC Long]]||RO4||3.253 km (2.021 mi)||40 |- |[[サーキット:Rockingham#Lake|Lake]]||RO5||1.046 km (0.650 mi)||40 |- |[[サーキット:Rockingham#Handling|Handling]]||RO6||1.559 km (0.969 mi)||40 |- |[[サーキット:Rockingham#International|International]]||RO7||3.874 km (2.407 mi)||40 |- |[[サーキット:Rockingham#Historic|Historic]]||RO8||3.565 km (2.215 mi)||40 |- |[[サーキット:Rockingham#Historic_Short|Historic Short]]||RO9||2.197 km (1.365 mi)||40 |- |[[サーキット:Rockingham#International_Long|International Long]]||RO10||4.056 km (2.521 mi)||40 |- |[[サーキット:Rockingham#Sportscar|Sportscar]]||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 647a0982eb9dfced4043cfda80018a1573a2276e テンプレート:- 10 1522 2204 2017-02-19T01:26:12Z Skylinekakkoii 57 画像の回り込みを防ぐために追加しました。brタグたくさん並べるのはやめましょう・・・ wikitext text/x-wiki <br clear="all" /> ada21138c8e6c5ce50d193fc6d6ee85caa95b8b9 カメラ視点 0 1470 2205 2189 2017-02-19T02:29:13Z Skylinekakkoii 57 wikitext text/x-wiki LFSでは5つのカメラ視点を利用できます。'V'キーまたは'Shift + V'キーで正順、逆順に切り替えできます。これら最初からあるビューに加え、 車種ごとに画角の広さも変更可能な[[オプション#カスタム・ビューモード(custom)|カスタム・ビュー]]も作成できます。 == 車内視点 == [[image:LFSViewInCar.jpg|thumb|車内視点]] Probably the most used and most realistic camera view available in LFS. This view puts you directly into the virtual driver's helmet, letting you only see what a real person sitting in the car would be able to see. Depending on your player settings, this view can either place you on the left or on the right side of the car. {{-}} == カスタム視点 == [[image:LFSViewWheels.jpg|thumb|right|カスタム視点]] This camera can be freely placed anywhere in or on the car, for example facing backwards on the rear wing. That allows for "onboard cameras" when recording movies or spectating. Some people prefer this setting for driving, as it allows more adjustment than the In-Car one does. 設定方法などは[[オプション#カスタム・ビューモード(custom)|こちらで説明されています。]] {{-}} == 後方視点 == [[image:LFSViewChase.jpg|thumb|後方視点]] Most prominent in arcade games, this is a seldom used viewing angle in LFS. Some people prefer this one to know what's going on around the car, without having to resort to the look-left/right feature. {{-}} == トップダウン視点 == [[image:LFSViewTopDown.jpg|thumb|トップダウン視点]] Probably never used while racing, this can be a nice view when analysing replays to find out who caused the T1 mayhem this time. {{-}} == 観戦者 / TVカメラ 視点 == [[image:LFSViewCamera.jpg|thumb|観戦 / TVカメラ 視点]] Like the name suggests, this is a view similar to what you see on TV while watching races. There are multiple fixed points around the track, switching to the next one as the currently focused car gets out of view of the previous camera. Most probably not the best choice for racing, but rather nice for watching replays. {{-}} == フリーカメラ == [[image:LFSViewShiftU.jpg|thumb|コントロールパネルとフリーカメラ]] This camera-mode is activated by pressing Shift+U. The camera can be freely moved over the track or rotated, tilted etc. It is useful for taking screenshots, recording movies or just watching the race. The controlls are mostly explained ingame. Additional keys (on keyboard) to change the field of view are: *4 - Narrow (fast) *5 - Narrow (slow) *6 - Wide (slow) *7 - Wide (fast) This view is also used for the [[オートクロス|autocross editor.]] <!-- 多言語へのリンク --> [[de:Kameraansichten]] [[en:Views]] [[fr:Vues]] [[hu:Kamera Nézetek]] de8905df5d6d7c6254cb5be57d48eec170e61000 2243 2205 2017-02-21T06:23:49Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki LFSでは5つのカメラ視点を利用できます。'V'キーまたは'Shift + V'キーで正順、逆順に切り替えできます。 これら最初からあるビューに加え、 車種ごとに画角の広さも変更可能な[[オプション#カスタム・ビューモード(custom)|カスタム視点]]も作成できます。 == 車内視点 == [[image:LFSViewInCar.jpg|thumb|車内視点]] 恐らくLFSで最も使われている、最もリアルなカメラ視点です。 この視点はドライバーがヘルメットの中から見えるであろう景色を描画します。 プレイヤー設定で、左ハンドルや右ハンドルを変更することができ、車内視点へ反映されます。 {{-}} == カスタム視点 == [[image:LFSViewWheels.jpg|thumb|right|カスタム視点]] このカメラ視点は、車の外や中に自由に設定することができます。リアウィングの上から後を見るような設定もできます。 この視点を使うことで、「オンボードカメラ」を再現することができます。動画の撮影や観戦中に便利です。 車内視点よりも調整が効くので、こちらの視点を好む方もいらっしゃるでしょう。 設定方法などは[[オプション#カスタム・ビューモード(custom)|こちらで説明されています。]] {{-}} == 後方視点 == [[image:LFSViewChase.jpg|thumb|後方視点]] アーケードゲームでもっとも有名な視点です。LFSではこれを使う機会は滅多にないでしょう。 外で何が起こっているのかを確認するためには、多くの場合左右を見る機能を使う場合が多いと思われますが、その代わりにこちらの視点を好むプレイヤーもいます。 {{-}} == トップダウン視点 == [[image:LFSViewTopDown.jpg|thumb|トップダウン視点]] 恐らくレース中には使われることはないでしょう。 この視点は、第一コーナーなどで誰がクラッシュを起こしたのかを調査するのに便利です。 {{-}} == 観戦者 / TVカメラ 視点 == [[image:LFSViewCamera.jpg|thumb|観戦 / TVカメラ 視点]] 名前が示す通り、これはTVでレースを見る際のカメラ視点に似ています。 コース上に固定されたいくつかの撮影ポイントが設定されており、現在フォーカス中の車が映るようにポイントを切り替えていきます。 運転中には使うには最も不便な視点ですが、リプレイを見るには良い視点です。 {{-}} == フリーカメラ == [[image:LFSViewShiftU.jpg|thumb|コントロールパネルとフリーカメラ]] このカメラモードはShift+Uを押すことで起動できます。 カメラは自由に動かすことができ、チルト(傾け)させたりすることもできます。 スクリーンショットを撮ったり、動画を録画したり、あるいは単にレースを見るのに便利なモードです。 操作方法はほとんどゲーム内で説明されています。 視野(画角)の変更を行う追加キー(キーボード)は以下の通りです。 *4 - 狭くする (速く) *5 - 狭くする (ゆっくり) *6 - 広くする (ゆっくり) *7 - 広くする (速く) この視点は[[オートクロス|オートクロスエディタ]]でも使われています。 <!-- 多言語へのリンク --> [[de:Kameraansichten]] [[en:Views]] [[fr:Vues]] [[hu:Kamera Nézetek]] 91f4884cda53b04c4305f6aad8abbff4108b501f テンプレート:Car 10 1488 2206 2120 2017-02-19T03:32:50Z Skylinekakkoii 57 スタイル変更 重量配分のみ計算式を導入しているので多言語版との差異に注意 wikitext text/x-wiki [[image:XFG.jpg|thumb|220px|{{{Longname}}}]] {| class="wikitable" ! 略称 | [https://www.lfs.net/cars/{{{Shortname}}} {{{Shortname}}}] |- ! 駆動方式 | {{{Drive}}} |- ! エンジン | {{{Engine}}} |- ! 出力 | {{{kWPower}}} kW ({{{bhpPower}}} bhp) @ {{{PowerRPM}}} rpm |- ! トルク | {{{NmTorque}}} Nm ({{{lbftTorque}}} lbft) @ {{{TorqueRPM}}} rpm |- ! 車両重量 | {{{kgMass}}} kg ({{{lbsMass}}} lbs) |- ! パワーウェイトレシオ | {{{WRatio}}} W/kg ({{{bhpRatio}}} bhp/トン) |- ! 重量配分 | フロント: {{{WeightDist}}}, リア: {{#expr: 100-{{{WeightDist}}}}} |- ! 燃料タンク容量 | {{{Fuel}}} リットル |- ! サスペンション形式 | フロント: {{{FrontSusp}}}, リア: {{{RearSusp}}} |} ==== この車について ==== {{{Information}}} ==== セットアップのコツ ==== {{{Setuptip}}} 248bcedc066c864281462d54cfad8045796edaf8 2207 2206 2017-02-19T03:33:51Z Skylinekakkoii 57 wikitext text/x-wiki [[image:XFG.jpg|thumb|220px|{{{Longname}}}]] {| class="wikitable" ! 略称 | [https://www.lfs.net/cars/{{{Shortname}}} {{{Shortname}}}] |- ! 駆動方式 | {{{Drive}}} |- ! エンジン | {{{Engine}}} |- ! 出力 | {{{kWPower}}} kW ({{{bhpPower}}} bhp) @ {{{PowerRPM}}} rpm |- ! トルク | {{{NmTorque}}} Nm ({{{lbftTorque}}} lbft) @ {{{TorqueRPM}}} rpm |- ! 車両重量 | {{{kgMass}}} kg ({{{lbsMass}}} lbs) |- ! パワーウェイトレシオ | {{{WRatio}}} W/kg ({{{bhpRatio}}} bhp/トン) |- ! 重量配分 | '''フロント:''' {{{WeightDist}}}, '''リア:''' {{#expr: 100-{{{WeightDist}}}}} |- ! 燃料タンク容量 | {{{Fuel}}} リットル |- ! サスペンション形式 | '''フロント:''' {{{FrontSusp}}}, '''リア:''' {{{RearSusp}}} |} ==== この車について ==== {{{Information}}} ==== セットアップのコツ ==== {{{Setuptip}}} 249fb446e023c49bca237e200ce07efce75362eb 2208 2207 2017-02-19T03:36:27Z Skylinekakkoii 57 .0が表示されないのでF,Rに分割 wikitext text/x-wiki [[image:XFG.jpg|thumb|220px|{{{Longname}}}]] {| class="wikitable" ! 略称 | [https://www.lfs.net/cars/{{{Shortname}}} {{{Shortname}}}] |- ! 駆動方式 | {{{Drive}}} |- ! エンジン | {{{Engine}}} |- ! 出力 | {{{kWPower}}} kW ({{{bhpPower}}} bhp) @ {{{PowerRPM}}} rpm |- ! トルク | {{{NmTorque}}} Nm ({{{lbftTorque}}} lbft) @ {{{TorqueRPM}}} rpm |- ! 車両重量 | {{{kgMass}}} kg ({{{lbsMass}}} lbs) |- ! パワーウェイトレシオ | {{{WRatio}}} W/kg ({{{bhpRatio}}} bhp/トン) |- ! 重量配分 | '''フロント:''' {{{WeightDistF}}}, '''リア:''' {{{WeightDistR}}} |- ! 燃料タンク容量 | {{{Fuel}}} リットル |- ! サスペンション形式 | '''フロント:''' {{{FrontSusp}}}, '''リア:''' {{{RearSusp}}} |} ==== この車について ==== {{{Information}}} ==== セットアップのコツ ==== {{{Setuptip}}} 115dc1ebe30b86aac7f47eb53ce53e87f79204e9 2212 2208 2017-02-19T03:55:28Z Skylinekakkoii 57 wikitext text/x-wiki [[image:{{{Image}}}|thumb|220px|{{{Longname}}}]] {| class="wikitable" ! 略称 | [https://www.lfs.net/cars/{{{Shortname}}} {{{Shortname}}}] |- ! 駆動方式 | {{{Drive}}} |- ! エンジン | {{{Engine}}} |- ! 出力 | {{{kWPower}}} kW ({{{bhpPower}}} bhp) @ {{{PowerRPM}}} rpm |- ! トルク | {{{NmTorque}}} Nm ({{{lbftTorque}}} lbft) @ {{{TorqueRPM}}} rpm |- ! 車両重量 | {{{kgMass}}} kg ({{{lbsMass}}} lbs) |- ! パワーウェイトレシオ | {{{WRatio}}} W/kg ({{{bhpRatio}}} bhp/トン) |- ! 重量配分 | '''フロント:''' {{{WeightDistF}}}, '''リア:''' {{{WeightDistR}}} |- ! 燃料タンク容量 | {{{Fuel}}} リットル |- ! サスペンション形式 | '''フロント:''' {{{FrontSusp}}}, '''リア:''' {{{RearSusp}}} |} ==== この車について ==== {{{Information}}} ==== セットアップのコツ ==== {{{Setuptip}}} 1e79248136aed2573e1bd886145f48dba65c0e9b 2213 2212 2017-02-19T03:56:12Z Skylinekakkoii 57 wikitext text/x-wiki [[image:{{{Image}}}|thumb|220px|{{{Longname}}}]] {| class="wikitable" ! 略称 | '''[https://www.lfs.net/cars/{{{Shortname}}} {{{Shortname}}}]''' |- ! 駆動方式 | {{{Drive}}} |- ! エンジン | {{{Engine}}} |- ! 出力 | {{{kWPower}}} kW ({{{bhpPower}}} bhp) @ {{{PowerRPM}}} rpm |- ! トルク | {{{NmTorque}}} Nm ({{{lbftTorque}}} lbft) @ {{{TorqueRPM}}} rpm |- ! 車両重量 | {{{kgMass}}} kg ({{{lbsMass}}} lbs) |- ! パワーウェイトレシオ | {{{WRatio}}} W/kg ({{{bhpRatio}}} bhp/トン) |- ! 重量配分 | '''フロント:''' {{{WeightDistF}}}, '''リア:''' {{{WeightDistR}}} |- ! 燃料タンク容量 | {{{Fuel}}} リットル |- ! サスペンション形式 | '''フロント:''' {{{FrontSusp}}}, '''リア:''' {{{RearSusp}}} |} ==== この車について ==== {{{Information}}} ==== セットアップのコツ ==== {{{Setuptip}}} 11bc76d46eb0729b1bc84141815261e3b0db7e46 FRクラス 0 1489 2209 2115 2017-02-19T03:37:43Z Skylinekakkoii 57 wikitext text/x-wiki XFG & XRG: 約125bhp/トンの、FFホットハッチとFRスポーツクーペです。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.3リッター直列4気筒 |kWPower=86 |bhpPower=115 |PowerRPM=7031 |NmTorque=130 |lbftTorque=96 |TorqueRPM=5438 |kgMass=942 |lbsMass=2076 |WRatio=91 |bhpRatio=124 |WeightDistF=56.9 |WeightDistR=43.1 |Fuel=45 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=初心者、上級者どちらにとっても素晴らしい車です。LFSの中で、初心者から上級者までXF GTIほど一般的に使われている車は他にはありません。 セッティングの調整に敏感に反応し、その安定したシャーシはドライバーに限界までプッシュさせる貴重なレッスンを与えます。 |Setuptip=デフを固めすぎないでください。XF GTiは2ウェイデフを持っていないので、固めすぎるとパワーダウンやアンダーステアに繋がるでしょう。 }} == XR GT == {{Car |Longname=XR GT |Shortname=XRG |Image=XRG.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列4気筒 |kWPower=104 |bhpPower=140 |PowerRPM=5988 |NmTorque=187 |lbftTorque=138 |TorqueRPM=4512 |kgMass=1150 |lbsMass=2536 |WRatio=91 |bhpRatio=124 |WeightDistF=52.0 |WeightDistR=48.0 |Fuel=65 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=限界付近で後輪駆動車を運転する練習をするのに最適な車です。ほとんどのテールハッピーなドライバーを喜ばせるだけのパワーはありますが、全ての立ち上がりで満足させるほどではありません。LFSに存在する、もっと恐ろしい車を乗りこなすための道を開いてくれる車です。[[車:FRクラス#XF_GTI|XF GTi]]といい勝負になりますが、(直線では) こちらの方が少しだけ速いでしょう! |Setuptip=パワーオーバーステアを出すにはパワーが足りない車なので、ニュートラルステアに近いセットアップが良いでしょう。アクセル調整で曲がれるよう、デフを固めましょう。 }} {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:FR]] [[hu:Autók:FR]] 92129709ca1087cfea776e5fa4baa1aff580b21b 2210 2209 2017-02-19T03:38:12Z Skylinekakkoii 57 wikitext text/x-wiki XFG & XRG: 約125bhp/トンの、FFホットハッチとFRスポーツクーペです。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.3リッター直列4気筒 |kWPower=86 |bhpPower=115 |PowerRPM=7031 |NmTorque=130 |lbftTorque=96 |TorqueRPM=5438 |kgMass=942 |lbsMass=2076 |WRatio=91 |bhpRatio=124 |WeightDistF=56.9 |WeightDistR=43.1 |Fuel=45 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=初心者、上級者どちらにとっても素晴らしい車です。LFSの中で、初心者から上級者までXF GTIほど一般的に使われている車は他にはありません。 セッティングの調整に敏感に反応し、その安定したシャーシはドライバーに限界までプッシュさせる貴重なレッスンを与えます。 |Setuptip=デフを固めすぎないでください。XF GTiは2ウェイデフを持っていないので、固めすぎるとパワーダウンやアンダーステアに繋がるでしょう。 }} == XR GT == {{Car |Longname=XR GT |Shortname=XRG |Image=XRG.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列4気筒 |kWPower=104 |bhpPower=140 |PowerRPM=5988 |NmTorque=187 |lbftTorque=138 |TorqueRPM=4512 |kgMass=1150 |lbsMass=2536 |WRatio=91 |bhpRatio=124 |WeightDistF=52.0 |WeightDistR=48.0 |Fuel=65 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=限界付近で後輪駆動車を運転する練習をするのに最適な車です。ほとんどのテールハッピーなドライバーを喜ばせるだけのパワーはありますが、全ての立ち上がりで満足させるほどではありません。LFSに存在する、もっと恐ろしい車を乗りこなすための道を開いてくれる車です。[[車:FRクラス#XF_GTI|XF GTi]]といい勝負になりますが、(直線では) こちらの方が少しだけ速いでしょう! |Setuptip=パワーオーバーステアを出すにはパワーが足りない車なので、ニュートラルステアに近いセットアップが良いでしょう。アクセル調整で曲がれるよう、デフを固めましょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:FR]] [[hu:Autók:FR]] ac3960fc78bc1e5eb2cd32b5b07ba9812f4f812c 2225 2210 2017-02-20T07:16:39Z Skylinekakkoii 57 クラス説明追加 wikitext text/x-wiki 約125bhp/トンの、FFホットハッチとFRスポーツクーペのクラスです。 どちらの車もDemoライセンスで運転することができます。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.3リッター直列4気筒 |kWPower=86 |bhpPower=115 |PowerRPM=7031 |NmTorque=130 |lbftTorque=96 |TorqueRPM=5438 |kgMass=942 |lbsMass=2076 |WRatio=91 |bhpRatio=124 |WeightDistF=56.9 |WeightDistR=43.1 |Fuel=45 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=初心者、上級者どちらにとっても素晴らしい車です。LFSの中で、初心者から上級者までXF GTIほど一般的に使われている車は他にはありません。 セッティングの調整に敏感に反応し、その安定したシャーシはドライバーに限界までプッシュさせる貴重なレッスンを与えます。 |Setuptip=デフを固めすぎないでください。XF GTiは2ウェイデフを持っていないので、固めすぎるとパワーダウンやアンダーステアに繋がるでしょう。 }} == XR GT == {{Car |Longname=XR GT |Shortname=XRG |Image=XRG.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列4気筒 |kWPower=104 |bhpPower=140 |PowerRPM=5988 |NmTorque=187 |lbftTorque=138 |TorqueRPM=4512 |kgMass=1150 |lbsMass=2536 |WRatio=91 |bhpRatio=124 |WeightDistF=52.0 |WeightDistR=48.0 |Fuel=65 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=限界付近で後輪駆動車を運転する練習をするのに最適な車です。ほとんどのテールハッピーなドライバーを喜ばせるだけのパワーはありますが、全ての立ち上がりで満足させるほどではありません。LFSに存在する、もっと恐ろしい車を乗りこなすための道を開いてくれる車です。[[車:FRクラス#XF_GTI|XF GTi]]といい勝負になりますが、(直線では) こちらの方が少しだけ速いでしょう! |Setuptip=パワーオーバーステアを出すにはパワーが足りない車なので、ニュートラルステアに近いセットアップが良いでしょう。アクセル調整で曲がれるよう、デフを固めましょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:FR]] [[hu:Autók:FR]] b761f0622a2b5136443f829b78fe90a2f7cd7dcf クラスなし 0 1491 2211 2121 2017-02-19T03:54:17Z Skylinekakkoii 57 一部翻訳 wikitext text/x-wiki これらの車はLFSの他のどのクラスにも当てはまらないので、ワンメインクレースで使われることが多いです。 == LX4 == {{Car |Longname=LX4 |Shortname=LX4 |Image=LX4.jpg |Drive=フロントエンジン リアドライブ |Engine=1.3リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8227 |NmTorque=131 |lbftTorque=97 |TorqueRPM=6891 |kgMass=499 |lbsMass=1101 |WRatio=210 |bhpRatio=286 |WeightDistF=46.0 |WeightDistR=54.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Tipping the scales at a mere 499 kg, the LX4 is a pretty light car and is quite fast around the twisted S1 tracks. Compared to its bigger brother, the LX6, the LX4 is easy to drive and ideal for beginners to learn how to control a LX-style car. |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.0リッター 直列4気筒 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=35 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=LFSにおいてもっともパワーのないマシンですが、楽しさは損なわれていません。速度差が少ない接近したレースが展開されることでしょう。しかし、速度域の高いコースには適していません。 |Setuptip=アンチロールバーが搭載されていないので、スプリングを普段より硬めに設定しましょう。これはタイヤの温度を上げるのにも役立ちます。リアタイヤにはたくさんの空気を入れておかないと、アンダーステアに悩まされることでしょう。 }} == Volkswagen Scirocco == {{Car |Longname=Volkswagen Scirocco |Shortname=VWS |Image=VWStemp.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=147 |bhpPower=198 |PowerRPM=5738 |NmTorque=280 |lbftTorque=206 |TorqueRPM=4164 |kgMass=1262 |lbsMass=2782 |WRatio=117 |bhpRatio=159 |WeightDistF=66.4 |WeightDistR=33.6 |Fuel=50 |FrontSusp=N/A |RearSusp=N/A |Information=Based on Volkswagen's new third-generation Scirocco, the licensed VWS recreates the powerful 200 bhp version inside Live for Speed. 追加されれば、LFSで二番目に速いフロントドライブの車です。2008年に公開予定でしたが、残念ながらまだ追加されていません。 |Setuptip=まだ追加されていません。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Unclassfied]] [[hu:Autók:Besorolatlan]] 8cac5360a4fc6e9ae002c40cb775434027c5c56e 2229 2211 2017-02-20T07:45:27Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki これらの車はLFSの他のどのクラスにも当てはまらないので、ワンメインクレースで使われることが多いです。 == LX4 == {{Car |Longname=LX4 |Shortname=LX4 |Image=LX4.jpg |Drive=フロントエンジン リアドライブ |Engine=1.3リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8227 |NmTorque=131 |lbftTorque=97 |TorqueRPM=6891 |kgMass=499 |lbsMass=1101 |WRatio=210 |bhpRatio=286 |WeightDistF=46.0 |WeightDistR=54.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=499kgととても軽量なLX4は、S1の曲がりくねったコースではその速さを存分に発揮します。兄弟車であるLX6と比べると、LX4は乗りやすく、ビギナーがLXシリーズの車を学ぶのに適しています。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.0リッター 直列4気筒 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=35 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=LFSにおいてもっともパワーのないマシンですが、楽しさは損なわれていません。速度差が少ない接近したレースが展開されることでしょう。しかし、速度域の高いコースには適していません。 |Setuptip=アンチロールバーが搭載されていないので、スプリングを普段より硬めに設定しましょう。これはタイヤの温度を上げるのにも役立ちます。リアタイヤにはたくさんの空気を入れておかないと、アンダーステアに悩まされることでしょう。 }} == Volkswagen Scirocco == {{Car |Longname=Volkswagen Scirocco |Shortname=VWS |Image=VWStemp.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=147 |bhpPower=198 |PowerRPM=5738 |NmTorque=280 |lbftTorque=206 |TorqueRPM=4164 |kgMass=1262 |lbsMass=2782 |WRatio=117 |bhpRatio=159 |WeightDistF=66.4 |WeightDistR=33.6 |Fuel=50 |FrontSusp=N/A |RearSusp=N/A |Information=三代目フォルクスワーゲン シロッコの200bhpモデルです。公式ライセンスを受けて2008年にLFSへ収録予定でしたが、残念ながらまだ追加されていません。追加されれば、LFSで二番目に速いフロントドライブの車です。 |Setuptip=まだ追加されていません。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Unclassfied]] [[hu:Autók:Besorolatlan]] 755c01bef3579aaa7e0a453557f5d08fa7b0bb68 2230 2229 2017-02-20T08:01:31Z Skylinekakkoii 57 英語リンクミス修正 wikitext text/x-wiki これらの車はLFSの他のどのクラスにも当てはまらないので、ワンメインクレースで使われることが多いです。 == LX4 == {{Car |Longname=LX4 |Shortname=LX4 |Image=LX4.jpg |Drive=フロントエンジン リアドライブ |Engine=1.3リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8227 |NmTorque=131 |lbftTorque=97 |TorqueRPM=6891 |kgMass=499 |lbsMass=1101 |WRatio=210 |bhpRatio=286 |WeightDistF=46.0 |WeightDistR=54.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=499kgととても軽量なLX4は、S1の曲がりくねったコースではその速さを存分に発揮します。兄弟車であるLX6と比べると、LX4は乗りやすく、ビギナーがLXシリーズの車を学ぶのに適しています。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.0リッター 直列4気筒 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=35 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=LFSにおいてもっともパワーのないマシンですが、楽しさは損なわれていません。速度差が少ない接近したレースが展開されることでしょう。しかし、速度域の高いコースには適していません。 |Setuptip=アンチロールバーが搭載されていないので、スプリングを普段より硬めに設定しましょう。これはタイヤの温度を上げるのにも役立ちます。リアタイヤにはたくさんの空気を入れておかないと、アンダーステアに悩まされることでしょう。 }} == Volkswagen Scirocco == {{Car |Longname=Volkswagen Scirocco |Shortname=VWS |Image=VWStemp.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=147 |bhpPower=198 |PowerRPM=5738 |NmTorque=280 |lbftTorque=206 |TorqueRPM=4164 |kgMass=1262 |lbsMass=2782 |WRatio=117 |bhpRatio=159 |WeightDistF=66.4 |WeightDistR=33.6 |Fuel=50 |FrontSusp=N/A |RearSusp=N/A |Information=三代目フォルクスワーゲン シロッコの200bhpモデルです。公式ライセンスを受けて2008年にLFSへ収録予定でしたが、残念ながらまだ追加されていません。追加されれば、LFSで二番目に速いフロントドライブの車です。 |Setuptip=まだ追加されていません。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Unclassified]] [[hu:Autók:Besorolatlan]] b215e4de88a86ac89c09901208a6b1123a1b8d8c シングルシーター 0 1492 2214 2124 2017-02-19T04:45:21Z Skylinekakkoii 57 wikitext text/x-wiki LFSには、様々なクラスの5台のシングルシーターの車があります。MRT, FOX, FBM, FO8 と BF1です。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MRT |Image=MRT.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=600cc ターボ 直列4気筒 |kWPower=48 |bhpPower=64 |PowerRPM=7871 |NmTorque=69 |lbftTorque=51 |TorqueRPM=5078 |kgMass=221 |lbsMass=486 |WRatio=217 |bhpRatio=296 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=20 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for [[Autocross|autocross]] tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. See the [http://www.fsae.mcgill.ca/ official website]. |Setuptip=This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. }} == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=1.2リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDistF=42.0 |WeightDistR=58.0 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=This Formula BMW is used by an UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed has been chosen to be part of the selection process of the new drivers. |Setuptip=Low Downforce and stiff suspension should make this car pretty quick around corners and not very hard to drive. }} == Formula XR == {{Car |Longname=Formula XR |Shortname=FOX |Image=FOX.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター 直列4気筒 |kWPower=142 |bhpPower=190 |PowerRPM=7031 |NmTorque=221 |lbftTorque=163 |TorqueRPM=4980 |kgMass=490 |lbsMass=1079 |WRatio=290 |bhpRatio=395 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=38 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks, and one of the most popular car choices in LFS. |Setuptip=Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. }} == Formula V8 == {{Car |Longname=Formula V8 |Shortname=FO8 |Image=FO8.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=3.0リッター V型8気筒 |kWPower=335 |bhpPower=450 |PowerRPM=9092 |NmTorque=385 |lbftTorque=284 |TorqueRPM=7422 |kgMass=600 |lbsMass=1323 |WRatio=559 |bhpRatio=762 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=125 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. |Setuptip=Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. }} == BMW Sauber F1 (Formula One) == {{Car |Longname=BMW Sauber F1 (Formula One) |Shortname=BF1 |Image=BF1.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.4リッター V型8気筒 |kWPower=537 |bhpPower=720 |PowerRPM=19036 |NmTorque=284 |lbftTorque=209 |TorqueRPM=16797 |kgMass=530 |lbsMass=1169 |WRatio=1012 |bhpRatio=1378 |WeightDistF=46.3 |WeightDistR=53.7 |Fuel=95 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. |Setuptip=Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control is definately useful to stop you pushing too hard. 4% is a good beginners limit. Hardcore players like to leave it off all-together. }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Single-Seaters]] [[hu:Autók:Együléses]] 6009c4f60910e8b7ee26e6779e1200d0c4599df8 2217 2214 2017-02-19T15:09:21Z Skylinekakkoii 57 /* Formula BMW */ 和訳 英Wikipediaを参考にしています。 wikitext text/x-wiki LFSには、様々なクラスの5台のシングルシーターの車があります。MRT, FOX, FBM, FO8 と BF1です。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MRT |Image=MRT.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=600cc ターボ 直列4気筒 |kWPower=48 |bhpPower=64 |PowerRPM=7871 |NmTorque=69 |lbftTorque=51 |TorqueRPM=5078 |kgMass=221 |lbsMass=486 |WRatio=217 |bhpRatio=296 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=20 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Based on the real MRT5 built by the McGill Racing Team and competing in the Formula SAE championship this lightweight car is ideal for [[Autocross|autocross]] tracks and slow configurations. The MRT5 is fun to drive and reminds you of a kart although it has more power and a differential. See the [http://www.fsae.mcgill.ca/ official website]. |Setuptip=This car is best with SOFT suspension. Understeer is certainly not needed in the springs, it hurts turning too much. Just adjust antiroll bars to get the balance you want. Also, this car is extremely sensitive to differential settings. Use the viscous differential and keep it fairly open (low single digits). Very low tyre pressures. Rear toe comes in handy again here. }} == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=1.2リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDistF=42.0 |WeightDistR=58.0 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=この車は、V1 Championshipと呼ばれる2008年に設立したイギリスの会社によって使われていました。この会社は、テストシリーズを通じて新しいレーシングドライバーを見つけることを目的としていました。LFSはドライバーの選抜試験と、この車の物理テストに使われました。この功績によって、LFSはFomula BMWのモデリングと収録を行う権利を獲得しました。 |Setuptip=ダウンフォースを減らし、サスペンションを硬めにすることで簡単かつ速くコーナリングができるようになるでしょう。 }} == Formula XR == {{Car |Longname=Formula XR |Shortname=FOX |Image=FOX.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター 直列4気筒 |kWPower=142 |bhpPower=190 |PowerRPM=7031 |NmTorque=221 |lbftTorque=163 |TorqueRPM=4980 |kgMass=490 |lbsMass=1079 |WRatio=290 |bhpRatio=395 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=38 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Based upon a Formula Renault 2000 racecar, this car serves as a nice introduction to the cars with downforce. The relatively low power of the engine makes the car easy to drive once up to speed. Insane fun on twisty tracks, and one of the most popular car choices in LFS. |Setuptip=Actually needs a bit of a loose setup, this will help with low speed cornering. Adjust downforce to keep the rear in place at higher speeds. Due to it's low power, it's best to keep wing angles low for most tracks. }} == Formula V8 == {{Car |Longname=Formula V8 |Shortname=FO8 |Image=FO8.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=3.0リッター V型8気筒 |kWPower=335 |bhpPower=450 |PowerRPM=9092 |NmTorque=385 |lbftTorque=284 |TorqueRPM=7422 |kgMass=600 |lbsMass=1323 |WRatio=559 |bhpRatio=762 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=125 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Based upon a Formula 3000 racecar, this is the second fastest but most difficult car to drive in LFS. Once mastered though, it offers great rewards to the driver. It's no Formula One car but don't let that fool you into thinking this isn't one awesome car. Just look at that power-to-weight figure! Suffice to say, the acceleration is incredible. It can pull over 3Gs in the bends. And if it stopped any quicker it would hurt (well, more-so). Only drive it if you have the balls. |Setuptip=Like the FOX, you don't really need much understeer, just use downforce to keep the rear in place. High tyre pressures work well on this car. }} == BMW Sauber F1 (Formula One) == {{Car |Longname=BMW Sauber F1 (Formula One) |Shortname=BF1 |Image=BF1.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.4リッター V型8気筒 |kWPower=537 |bhpPower=720 |PowerRPM=19036 |NmTorque=284 |lbftTorque=209 |TorqueRPM=16797 |kgMass=530 |lbsMass=1169 |WRatio=1012 |bhpRatio=1378 |WeightDistF=46.3 |WeightDistR=53.7 |Fuel=95 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=The real [http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]. Incredibly fast in every way. You'll need to drive absolutely on the limit to get the most out of it. You don't need to lift or even use a gearstick for shifting - the onboard electronics will do it faster than you ever could. |Setuptip=Stiff suspension is way to go here, the tyres flex enough you just don't need the springs to. This also means you can use stiff anti-roll bars without screwing up the handling. High wing angles are needed to increase traction and make use of all that power. The traction control is definately useful to stop you pushing too hard. 4% is a good beginners limit. Hardcore players like to leave it off all-together. }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Single-Seaters]] [[hu:Autók:Együléses]] 6754cbba224969877939d3ab4ba04ea57d30831b 2218 2217 2017-02-19T18:02:14Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki LFSには様々なクラスのシングルシーターの車が以下の5台あります。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MRT |Image=MRT.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=600cc ターボ 直列4気筒 |kWPower=48 |bhpPower=64 |PowerRPM=7871 |NmTorque=69 |lbftTorque=51 |TorqueRPM=5078 |kgMass=221 |lbsMass=486 |WRatio=217 |bhpRatio=296 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=20 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。この車は[[オートクロス]]や低速コースには理想的な車です。MRT5はカートにパワーとデフを与えたような、ドライブするのがとても楽しい車です。実車の詳細は[http://www.fsae.mcgill.ca/ オフィシャルWebサイト]をご参照ください。 |Setuptip=この車は柔らかいサスペンションにセッティングするのが最適です。コーナリング性能を落としてしまうので、スプリングをアンダーステアに振る必要はないでしょう。もしオーバーだと感じるのであれば、アンチロールバーを調整し、好みのバランスへセッティングしましょう。また、この車はデフのセッティングにとても敏感です。ビスカスLSDを使用し、出来る限りオープンな(低い)値に設定しましょう。タイヤの空気圧は低い方が良いです。リアのトーを調整するのが手っ取り早く、便利です。 }} == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=1.2リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDistF=42.0 |WeightDistR=58.0 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=この車は、V1 Championshipと呼ばれる2008年に設立したイギリスの会社によって使われていました。この会社は、テストシリーズを通じて新しいレーシングドライバーを見つけることを目的としていました。LFSはドライバーの選抜試験と、この車の開発テストに使われました。この功績によって、LFSはFomula BMWのモデリングと収録を行う権利を獲得しました。 |Setuptip=ダウンフォースを減らし、サスペンションを硬めにすることで簡単かつ速くコーナリングができるようになるでしょう。 }} == Formula XR == {{Car |Longname=Formula XR |Shortname=FOX |Image=FOX.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター 直列4気筒 |kWPower=142 |bhpPower=190 |PowerRPM=7031 |NmTorque=221 |lbftTorque=163 |TorqueRPM=4980 |kgMass=490 |lbsMass=1079 |WRatio=290 |bhpRatio=395 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=38 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula Renault 2000 レースカーをベースとした車です。強いダウンフォースのかかる車を理解するのに良い車です。パワーが他のフォーミュラカーに比べて少ないので、コントロールはしやすいでしょう。曲がりくねったコースではとても楽しく、LFSで最も人気のある車のうちの1台です。 |Setuptip=低速コーナーでコントロールしやすいよう、少しルーズなセットアップが必要です。ダウンフォースを調整し、高速走行中にもリアにトラクションが掛かるようにしましょう。あまりパワーが多くないので、ほとんどのコースではウィングの角度はあまり立てない方が良いでしょう。 }} == Formula V8 == {{Car |Longname=Formula V8 |Shortname=FO8 |Image=FO8.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=3.0リッター V型8気筒 |kWPower=335 |bhpPower=450 |PowerRPM=9092 |NmTorque=385 |lbftTorque=284 |TorqueRPM=7422 |kgMass=600 |lbsMass=1323 |WRatio=559 |bhpRatio=762 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=125 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula 3000 レースカーをベースとした車です。この車はLFSで2番目に速い車ですが、最も難しい車です。この車をマスターすれば、ドライバーに素晴らしい功績を与えるでしょう。Formula One の車ではありませんが、この車はとても素晴らしい車です。パワーウェイトレシオを見て下さい!加速は信じられないほどに素晴らしく、ドライバーを3Gの世界へと導きます。停止時には痛みを感じる程の減速を見せるでしょう。度胸のある人のみ運転して下さい! |Setuptip=あまりアンダーステアに振る必要はありません。リアにしっかりとトラクションが掛かるよう、ダウンフォースを調整しましょう。高い空気圧はこの車ではよく働くでしょう。 }} == BMW Sauber F1 (Formula One) == {{Car |Longname=BMW Sauber F1 (Formula One) |Shortname=BF1 |Image=BF1.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.4リッター V型8気筒 |kWPower=537 |bhpPower=720 |PowerRPM=19036 |NmTorque=284 |lbftTorque=209 |TorqueRPM=16797 |kgMass=530 |lbsMass=1169 |WRatio=1012 |bhpRatio=1378 |WeightDistF=46.3 |WeightDistR=53.7 |Fuel=95 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=本物の[http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]です。どこを取っても信じられないほどに速いです。この車を運転するには、あなたは自分の能力を限界まで引き出す必要があります。あなたはもうシフターを使う必要はありません。- この車の電子制御は、あなたが今まで行ってきたどれよりも素早くギアを変えます。 |Setuptip=硬いサスペンションにするのが最も良いでしょう。スプリングを必要としない程にタイヤが良い働きをします。アンチロールバーも硬く設定して構いません。ハンドリングを損なうことなくセッティングできるでしょう。全てのパワーを使い切る為には、トラクションを稼ぐ必要がある為、ウィングはより立てた状態にしてください。トラクションコントロールはあなたが熱くなりすぎないようにするのにとても便利でしょう。初心者の方には 4% が良い値となるでしょう。ハードコアなプレイヤーはこれをオフにすることが多いです。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Single-Seaters]] [[hu:Autók:Együléses]] 5ad0319069ad1b1525347aa58b9aaab14b121dd3 2227 2218 2017-02-20T07:19:55Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:シングルシータークラス]]」を「[[車:シングルシーター]]」に移動しました: クラスという表現が適切ではありませんでした wikitext text/x-wiki LFSには様々なクラスのシングルシーターの車が以下の5台あります。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MRT |Image=MRT.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=600cc ターボ 直列4気筒 |kWPower=48 |bhpPower=64 |PowerRPM=7871 |NmTorque=69 |lbftTorque=51 |TorqueRPM=5078 |kgMass=221 |lbsMass=486 |WRatio=217 |bhpRatio=296 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=20 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。この車は[[オートクロス]]や低速コースには理想的な車です。MRT5はカートにパワーとデフを与えたような、ドライブするのがとても楽しい車です。実車の詳細は[http://www.fsae.mcgill.ca/ オフィシャルWebサイト]をご参照ください。 |Setuptip=この車は柔らかいサスペンションにセッティングするのが最適です。コーナリング性能を落としてしまうので、スプリングをアンダーステアに振る必要はないでしょう。もしオーバーだと感じるのであれば、アンチロールバーを調整し、好みのバランスへセッティングしましょう。また、この車はデフのセッティングにとても敏感です。ビスカスLSDを使用し、出来る限りオープンな(低い)値に設定しましょう。タイヤの空気圧は低い方が良いです。リアのトーを調整するのが手っ取り早く、便利です。 }} == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=1.2リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDistF=42.0 |WeightDistR=58.0 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=この車は、V1 Championshipと呼ばれる2008年に設立したイギリスの会社によって使われていました。この会社は、テストシリーズを通じて新しいレーシングドライバーを見つけることを目的としていました。LFSはドライバーの選抜試験と、この車の開発テストに使われました。この功績によって、LFSはFomula BMWのモデリングと収録を行う権利を獲得しました。 |Setuptip=ダウンフォースを減らし、サスペンションを硬めにすることで簡単かつ速くコーナリングができるようになるでしょう。 }} == Formula XR == {{Car |Longname=Formula XR |Shortname=FOX |Image=FOX.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター 直列4気筒 |kWPower=142 |bhpPower=190 |PowerRPM=7031 |NmTorque=221 |lbftTorque=163 |TorqueRPM=4980 |kgMass=490 |lbsMass=1079 |WRatio=290 |bhpRatio=395 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=38 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula Renault 2000 レースカーをベースとした車です。強いダウンフォースのかかる車を理解するのに良い車です。パワーが他のフォーミュラカーに比べて少ないので、コントロールはしやすいでしょう。曲がりくねったコースではとても楽しく、LFSで最も人気のある車のうちの1台です。 |Setuptip=低速コーナーでコントロールしやすいよう、少しルーズなセットアップが必要です。ダウンフォースを調整し、高速走行中にもリアにトラクションが掛かるようにしましょう。あまりパワーが多くないので、ほとんどのコースではウィングの角度はあまり立てない方が良いでしょう。 }} == Formula V8 == {{Car |Longname=Formula V8 |Shortname=FO8 |Image=FO8.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=3.0リッター V型8気筒 |kWPower=335 |bhpPower=450 |PowerRPM=9092 |NmTorque=385 |lbftTorque=284 |TorqueRPM=7422 |kgMass=600 |lbsMass=1323 |WRatio=559 |bhpRatio=762 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=125 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula 3000 レースカーをベースとした車です。この車はLFSで2番目に速い車ですが、最も難しい車です。この車をマスターすれば、ドライバーに素晴らしい功績を与えるでしょう。Formula One の車ではありませんが、この車はとても素晴らしい車です。パワーウェイトレシオを見て下さい!加速は信じられないほどに素晴らしく、ドライバーを3Gの世界へと導きます。停止時には痛みを感じる程の減速を見せるでしょう。度胸のある人のみ運転して下さい! |Setuptip=あまりアンダーステアに振る必要はありません。リアにしっかりとトラクションが掛かるよう、ダウンフォースを調整しましょう。高い空気圧はこの車ではよく働くでしょう。 }} == BMW Sauber F1 (Formula One) == {{Car |Longname=BMW Sauber F1 (Formula One) |Shortname=BF1 |Image=BF1.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.4リッター V型8気筒 |kWPower=537 |bhpPower=720 |PowerRPM=19036 |NmTorque=284 |lbftTorque=209 |TorqueRPM=16797 |kgMass=530 |lbsMass=1169 |WRatio=1012 |bhpRatio=1378 |WeightDistF=46.3 |WeightDistR=53.7 |Fuel=95 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=本物の[http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]です。どこを取っても信じられないほどに速いです。この車を運転するには、あなたは自分の能力を限界まで引き出す必要があります。あなたはもうシフターを使う必要はありません。- この車の電子制御は、あなたが今まで行ってきたどれよりも素早くギアを変えます。 |Setuptip=硬いサスペンションにするのが最も良いでしょう。スプリングを必要としない程にタイヤが良い働きをします。アンチロールバーも硬く設定して構いません。ハンドリングを損なうことなくセッティングできるでしょう。全てのパワーを使い切る為には、トラクションを稼ぐ必要がある為、ウィングはより立てた状態にしてください。トラクションコントロールはあなたが熱くなりすぎないようにするのにとても便利でしょう。初心者の方には 4% が良い値となるでしょう。ハードコアなプレイヤーはこれをオフにすることが多いです。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:Single-Seaters]] [[hu:Autók:Együléses]] 5ad0319069ad1b1525347aa58b9aaab14b121dd3 利用者:Skylinekakkoii 2 1477 2215 2066 2017-02-19T05:12:00Z Skylinekakkoii 57 wikitext text/x-wiki ==== こんにちは! ==== 私の個人ページをご覧頂きありがとうございます! LFS username は変えられないので昔使ってた<del>ダサい</del>ものをそのまま使ってますが、普段は'''「S2KTS.」'''の名で活動しています。 LFSではあまり日本人プレイヤーを見かけないので、少し悲しいなと思っています。 とても素晴らしいシミュレーターですので、まだプレイされてない方は、是非一度お試し下さい! そして、是非一緒に走りましょう! ==== ここのWikiについて ==== 私が編集を始めるまでの約10年間、中途半端な翻訳や古すぎる情報のまま放置されていました... (もちろん素晴らしい翻訳や編集当時は便利な情報などもたくさんありましたよ!) 英語のわからない方にはどれが正しい情報なのかが分からなかったりして、ゲームを始める前に放棄してしまう結果となるケースも多々あったのではないでしょうか... 日本語訳を希望されるページがあればそちらを優先的に編集していきますので、[https://www.lfs.net/profile/655476 lfs.net] よりお気軽にご連絡下さい! ==== ドメイン lfs.jp について ==== 貴重な三文字ドメインであるにも関わらず、プレミアムでもなく普通のドメインとして売り出されていたので購入し、現在私が所有しております! とりあえず所有権を確保しただけですので、現在はこちらのWikiのメインページにリダイレクトするよう設定しています。 時間があれば、日本語版の公式ページのようなものを作ってみたいと思っています。 http://www.lfs.jp/ bf51e44798e6bb8f2eab0e4ed55233d7e627a91a スキン作成 チュートリアル 0 1475 2216 2025 2017-02-19T12:52:58Z Skylinekakkoii 57 /* 便利なリンク */ Photoshop のリンクを日本語版へ変更 wikitext text/x-wiki <!-- This section was originally written by XCNuse --> == LFSでのスキンの使用方法 == LFSでは車にオリジナルのスキンを使用することが出来ます。 最初に、JPEGフォーマットのスキンを LFS\data\skins フォルダへコピーします。スキンは有効な解像度であることを確認してください。(512x512, 1024x1024 または 2048x2048) 次に、以下の方法に従って、スキンを適用しましょう: 1. "New"をクリックし、新しいカラー設定を作ります - クリックするとスキン選択画面へとリダイレクトされます [[image:newskin1me9.jpg|none]] 2. リストからスキンを選択します(自分のスキンが見つからない場合、LFS\data\skins フォルダに正しくコピーされているか確認してください。) [[image:newskin3cn1.jpg||none]] 3. Texture Nameの隣に選択したスキン名が表示されます これでオリジナルのスキンで走り回れます! [[image:newskin4pq0.jpg||none]] == 他のプレイヤーからはどのように見えているか == もしあなたが自分自身のスキンを作成したのであれば、他のプレイヤーに見せたいと思うはずです。 [http://www.lfsworld.net/?win=skins LFSワールドにスキンをアップロードする]ことで、これが可能になります。この作業を完了すれば、他のプレイヤーはそのスキンを自動的にダウンロードし、見ることができるようになります。 '''デモユーザー:''' デフォルトでは[[LFS World]]にスキンをアップロードすることは出来ません。S1/S2/S3 ライセンスユーザーのみがその権利を持っています。しかし、[http://www.lfsworld.net/?win=skins スキンアップロードページ]より、アップロードスロットを購入することができます。 アップロードスロットを購入せずに他のプレイヤーにあなたのスキンを見せるには、そのプレイヤーに直接スキンファイルを送付するしかありません。ただし、LFSフォーラム上であなたのスキンを代理アップロードしてもらうように要求することは違反となります。 '''S2/S3 ライセンスユーザー:''' LFS Worldにログインし、"My online car-skins"からあなたのスキンをオンラインで使えるよう、アップロードすることができます。LFS Worldにアップロードされるスキンは1024x1024ピクセルの解像度である必要があります。しかし、S2/S3ライセンスユーザーはより高解像度のスキンをローカルに保存し、使用することができます。(2048x2048ピクセルが通常です) 最後に、製作者の許可なくスキンを編集することは、失礼なだけでなく、盗むことと同義です。また、性的な表現やポルノ、差別的な表現、著しく残虐的・暴力的な表現を含んだスキンは禁止されています。 <!-- Section originally written by Master Skinnerz and updated by Silverracer --> == スキンの作り方 == === 知っておくといいこと === 正しいスキンを作るために、以下のことを理解しておきましょう。 * LFS上の全ての車はテクスチャに"包まれた"3Dモデルです。LFSではそのテクスチャはJPEGファイルで構成されています。JPEGフォーマットはインターネット上で使うことを目的に開発されており、とても一般的です。LFSのスキンはJPEGファイルであって、他に複雑なことはありません。 * ほとんどの画像編集ソフトはJPEGフォーマットに対応しています。JPEGイメージは簡単に作成、編集ができます。また、ファイルサイズを減らすための圧縮機能があるため、ロード時のパフォーマンスを向上させます。 * LFSは画像編集ソフトで簡単にスキンを作れるよう、デフォルトスキンを同梱しています。これを塗りつぶすだけで簡単に自分のスキンを作ることが出来ます。このデフォルトスキンは LFS\data\skins フォルダ内にあります。何も装飾されていないプレーンな白いスキンです。 * LFSのスキンには全ての車に対応する特別な接頭辞があります。例えば、FZR_DEFAULT.jpgというファイル名でスキンを保存した場合、その接頭辞「FZR_」はFZRという車でのみ正しく使えるということを表します。技術的な理由を抜きにしても、これはスキンファイルを使用する全ての人にとって分かりやすいシステムです。全ての車はアンダースコアの前に3文字の接頭辞を持っています。スキンフォルダを見て、どのようなものが使われているか確認してみましょう。 === スキンの基本的な作り方 === さて、以下はとても基本的なことのみですが、スキン制作初心者にとっては便利な情報となるでしょう: # 画像編集ソフトを起動します (推奨ソフト: Photoshop, GIMP 非推奨ソフト: Windows ペイント) # 「ファイル」→「ファイルを開く」をクリックし、LFS\data\skins フォルダへ移動します。そして、スキンを作りたい車のデフォルトスキンを選択し「開く」をクリックします。 # 画像編集ソフトに搭載された様々な機能を使用し、スキンをデザインします。詳細は各編集ソフトの解説を参照して下さい。スポンサーロゴやレーシングストライプ、そしてゼッケンや国旗などを貼り付けるといいでしょう。満足するまで編集することが大切です!正しい縮尺で編集できるよう、1280x1024ピクセルへ拡大してから編集するとスムーズに作業を進めることが出来ます。もちろん、編集が終わった後は元のサイズへ戻してください。 # 「ファイル」→「名前を付けて保存」をクリックし、ファイル形式にJPEGが選択されていることを確認します。三文字の接頭辞とアンダースコアをつけて、あなたのスキンに名前をつけましょう。ただし、「XFG_HONDA」のように、簡単過ぎる名前は付けないでください。また、環境依存文字など、複雑な文字は使用しないで下さい(英数字のみを推奨します)。 LFS\data\skins フォルダが正しく選択されていることを確認し、「OK」をクリックし、編集したJPEGファイルを保存しましょう。 これで初めてのスキンを作ることが出来ました!より素晴らしいスキンを作るために、ページ下部に便利なツールなどのリンクを用意してあります。 == LFS Worldへのアップロード方法 == * [http://www.lfswold.net/ www.lfswold.net] へアクセスし、あなたのユーザーネームとパスワードでログインします * "My online car skins"をダブルクリックします * "Upload skins / skins information"をクリックします * "参照..." をクリックします * スキンのJPEGファイルを選択します (1024 x 1024 以下のファイルを選択してください) * "Upload"をクリックし、完了です! == スキンのアップードスロットの追加方法 == デフォルトでは、S1ユーザーは 25個, S2ユーザーは 50個 のアップロードスロットがあります。"My online car-skins"ページの"increase"リンクより、追加スロットを購入することが出来ます。1ポンド につき 50スロット 購入出来ます。 == 便利なリンク == * [http://www.adobe.com/jp/products/photoshop.html Adobe Photoshop]<br /> * [http://www.gimp.org/ GIMP(フリーソフト)]<br /> * [http://www.brandsoftheworld.com/ brandsoftheworld (スポンサーロゴを検索できます)]<br /> LFSのスキンのアップロードサービス<br /> * [http://www.lfsworld.net/ LFS World]<br /> {{Guides}} <!-- links to other languages --> [[en:Skin Tutorial]] [[de:Skin Tutorial]] [[hu:Festési útmutató]] d94be9367974f5f950780831df93d681c724538c テンプレート:車 10 1486 2219 2123 2017-02-19T18:03:22Z Skylinekakkoii 57 リンク切れ修正 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[車種|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[車:FRクラス|FRクラス]] ! style="background-color: #EEEEEE;" | [[車:TBOクラス|TBOクラス]] ! style="background-color: #EEEEEE;" | [[車:LRFクラス|LRFクラス]] ! style="background-color: #EEEEEE;" | [[車:クラスなし|クラスなし]] |- | style="vertical-align: top;" | <small>[[車:FRクラス#XF_GTI|XF GTI]] | [[車:FRクラス#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | [[車:TBOクラス#RB4_GT|RB4 GT]] | [[車:TBOクラス#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[車:LRFクラス#LX6|LX6]] | [[車:LRFクラス#RaceAbout|RaceAbout]] | [[車:LRFクラス#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[車:クラスなし#LX4|LX4]] | [[車:クラスなし#UF 1000|UF 1000]] | [[車:クラスなし#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[車:FWD GTRクラス|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[車:RWD GTRクラス|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[車:シングルシータークラス|シングルシータークラス]] |- | style="vertical-align: top;" | <small>[[車:FWD GTRクラス#XF GTR|XF GTR]] | [[車:FWD GTRクラス#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[車:RWD GTRクラス#FXO GTR|FXO GTR]] | [[車:RWD GTRクラス#XR GTR|XR GTR]] | [[車:RWD GTRクラス#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[車:シングルシータークラス#MRT5|MRT5]] | [[車:シングルシータークラス#Formula BMW|Formula BMW]] | [[車:シングルシータークラス#Formula XR|Formula XR]] | [[車:シングルシータークラス#Formula V8|Formula V8]] | [[車:シングルシータークラス#BMW Sauber F1 (Formula One)|BMW Sauber F1]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> 1b80cc4f2e283ed93d7727ca89cecf60109f14b4 2226 2219 2017-02-20T07:19:19Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[車種|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[車:FRクラス|FRクラス]] ! style="background-color: #EEEEEE;" | [[車:TBOクラス|TBOクラス]] ! style="background-color: #EEEEEE;" | [[車:LRFクラス|LRFクラス]] ! style="background-color: #EEEEEE;" | [[車:クラスなし|クラスなし]] |- | style="vertical-align: top;" | <small>[[車:FRクラス#XF_GTI|XF GTI]] | [[車:FRクラス#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | [[車:TBOクラス#RB4_GT|RB4 GT]] | [[車:TBOクラス#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[車:LRFクラス#LX6|LX6]] | [[車:LRFクラス#RaceAbout|RaceAbout]] | [[車:LRFクラス#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[車:クラスなし#LX4|LX4]] | [[車:クラスなし#UF 1000|UF 1000]] | [[車:クラスなし#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[車:FWD GTRクラス|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[車:RWD GTRクラス|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[車:シングルシーター|シングルシーター]] |- | style="vertical-align: top;" | <small>[[車:FWD GTRクラス#XF GTR|XF GTR]] | [[車:FWD GTRクラス#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[車:RWD GTRクラス#FXO GTR|FXO GTR]] | [[車:RWD GTRクラス#XR GTR|XR GTR]] | [[車:RWD GTRクラス#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[車:シングルシーター#MRT5|MRT5]] | [[車:シングルシーター#Formula BMW|Formula BMW]] | [[車:シングルシーター#Formula XR|Formula XR]] | [[車:シングルシーター#Formula V8|Formula V8]] | [[車:シングルシーター#BMW Sauber F1 (Formula One)|BMW Sauber F1]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> 618cbca48226346ae61186f7f3e357fae9c53810 TBOクラス 0 1523 2220 2017-02-19T18:32:58Z Skylinekakkoii 57 ページの作成:「約205bhp/トンの過給機付きスポーツクーペが揃ったクラスです。FF、FR、AWDの各駆動形式が1台ずつあります。 == XR GT Turbo == {{Car...」 wikitext text/x-wiki 約205bhp/トンの過給機付きスポーツクーペが揃ったクラスです。FF、FR、AWDの各駆動形式が1台ずつあります。 == XR GT Turbo == {{Car |Longname=XR GT Turbo |Shortname=XRT |Image=XRT.jpg |Drive=Front engined, rear wheel drive |Engine=2.0 litre turbocharged inline 4 |kWPower=184 |bhpPower=247 |PowerRPM=6035 |NmTorque=345 |lbftTorque=255 |TorqueRPM=3896 |kgMass=1223 |lbsMass=2696 |WRatio=151 |bhpRatio=205 |WeightDist=51.0 F 49.0 R |Fuel=75 |FrontSusp=MacPherson Strut |RearSusp=MacPherson Strut |Information=Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. |Setuptip=Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. }} == RB4 GT == {{Car |Longname=RB4 GT |Shortname=RB4 |Image=RB4.jpg |Drive=Front engined, all wheel drive |Engine=2.0 litre turbocharged inline 4 |kWPower=181 |bhpPower=243 |PowerRPM=6035 |NmTorque=340 |lbftTorque=251 |TorqueRPM=3896 |kgMass=1210 |lbsMass=2667 |WRatio=150 |bhpRatio=204 |WeightDist=56.0 F 44.0 R |Fuel=75 |FrontSusp=MacPherson Strut |RearSusp=MacPherson Strut |Information=AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. |Setuptip=Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. }} == FXO Turbo == {{Car |Longname=FXO Turbo |Shortname=FXO |Image=FXO.jpg |Drive=Front engined, front wheel drive |Engine=1.9 litre turbocharged flat 4 |kWPower=175 |bhpPower=234 |PowerRPM=6357 |NmTorque=305 |lbftTorque=224 |TorqueRPM=4336 |kgMass=1136 |lbsMass=2504 |WRatio=154 |bhpRatio=210 |WeightDist=57.0 F 43.0 R |Fuel=75 |FrontSusp=MacPherson Strut |RearSusp=Trailing Arm |Information=The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it corners well, however after a bit the engine noise gets really, really annoying. The XRT is faster too. |Setuptip=N/A }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:TBO]] [[hu:Autók:TBO]] c8a564f75a25e76538a4a12fdc5546ac2589ea4a 2222 2220 2017-02-20T04:14:58Z Skylinekakkoii 57 重量配分の修正 一部翻訳 wikitext text/x-wiki 約205bhp/トンの過給機付きスポーツクーペが揃ったクラスです。FF、FR、AWDの各駆動形式が1台ずつあります。 == XR GT Turbo == {{Car |Longname=XR GT Turbo |Shortname=XRT |Image=XRT.jpg |Drive=フロントエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=184 |bhpPower=247 |PowerRPM=6035 |NmTorque=345 |lbftTorque=255 |TorqueRPM=3896 |kgMass=1223 |lbsMass=2696 |WRatio=151 |bhpRatio=205 |WeightDistF=51.0 |WeightDistR=49.0 R |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=Take the XR GT, enlarge the engine to a nice round 2 litres, chuck a turbocharger under the bonnet for good measure and give it some meaner bodywork, and the XR GT Turbo is born. Although infamous for it's turbo lag, it does actually drive very nicely once you have become used to its handling and rather unique power delivery. Old timers still call it the GTT. |Setuptip=Just a touch of understeer is all that's need to control this car, once you've learnt to anticipate the turbo lag it's really just a more powerful XR GT. }} == RB4 GT == {{Car |Longname=RB4 GT |Shortname=RB4 |Image=RB4.jpg |Drive=フロントエンジン 4輪駆動 |Engine=2.0リッター ターボ 直列4気筒 |kWPower=181 |bhpPower=243 |PowerRPM=6035 |NmTorque=340 |lbftTorque=251 |TorqueRPM=3896 |kgMass=1210 |lbsMass=2667 |WRatio=150 |bhpRatio=204 |WeightDistF=56.0 |WeightDistR=44.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=AWDの駆動方式を持つ唯一のロードスポーツカーです。そして、それはこの車をラリーコースにおいて最も理想的な車としています。 またRB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 The only road car to sport an AWD drivetrain, this makes it the ideal car for all the rallycross courses. The RB4 is also fun to drive on the road tracks, but is slightly slower than the GT Turbo and FXO due to the mechanical loss inherited from the AWD layout. It is the easiest to drive out of the trio, however. |Setuptip=Understeer is your enemy here. Only add as much as you feel you need into the suspension and push the torque split back until you can push the rear out slightly with the throttle. This will also help even out tyre heating & wear. }} == FXO Turbo == {{Car |Longname=FXO Turbo |Shortname=FXO |Image=FXO.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.9リッター ターボ 水平対向4気筒 |kWPower=175 |bhpPower=234 |PowerRPM=6357 |NmTorque=305 |lbftTorque=224 |TorqueRPM=4336 |kgMass=1136 |lbsMass=2504 |WRatio=154 |bhpRatio=210 |WeightDistF=57.0 |WeightDistR=43.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=The favorite car in S1 (initially), it is very accessible and fun, being a fast front wheel driven car. It's meaty tyres and light weight ensures it corners well, however after a bit the engine noise gets really, really annoying. The XRT is faster too. |Setuptip=N/A }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:TBO]] [[hu:Autók:TBO]] 204eee83a4ef98ce29f75f9d401bf581a85954bf 2223 2222 2017-02-20T06:40:46Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki 約205bhp/トンの過給機付きスポーツクーペが揃ったクラスです。FF、FR、AWDの各駆動形式が1台ずつあります。 == XR GT Turbo == {{Car |Longname=XR GT Turbo |Shortname=XRT |Image=XRT.jpg |Drive=フロントエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=184 |bhpPower=247 |PowerRPM=6035 |NmTorque=345 |lbftTorque=255 |TorqueRPM=3896 |kgMass=1223 |lbsMass=2696 |WRatio=151 |bhpRatio=205 |WeightDistF=51.0 |WeightDistR=49.0 R |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=XR GTを手に取り、エンジンをキリのいい2リッターに載せ換え、おまけにターボチャージャーをボンネットの中に収め、厳ついボディーキットを与えたら、XR GT Turboが生まれました。忌まわしいターボラグがあるにもかかわらず、特徴的なパワー感とハンドリングに慣れてしまえば、この車はとても運転しやすい車です。古いドライバーはまだこの車のことをGTTと呼んでいるでしょう。 |Setuptip=この車をコントロールするのには、弱アンダーステアになるようにセットアップすることが必要です。ターボラグを先読みできるようになれば、この車は少しパワフルになったXR GTと考えて問題ありません。 }} == RB4 GT == {{Car |Longname=RB4 GT |Shortname=RB4 |Image=RB4.jpg |Drive=フロントエンジン 4輪駆動 |Engine=2.0リッター ターボ 直列4気筒 |kWPower=181 |bhpPower=243 |PowerRPM=6035 |NmTorque=340 |lbftTorque=251 |TorqueRPM=3896 |kgMass=1210 |lbsMass=2667 |WRatio=150 |bhpRatio=204 |WeightDistF=56.0 |WeightDistR=44.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=LFSで唯一のAWDの駆動方式を持つロードスポーツカーです。AWDであることから、この車はラリーコースにおいて最も理想的な車です。RB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 |Setuptip=アンダーステアがあなたの敵です。サスペンションは必要な分だけ変更し、トルク配分はスロットルで向きを変えることができるよう、後側に振るようにしましょう。これはタイヤの加熱や摩耗に対しても良い効果をもたらします。 }} == FXO Turbo == {{Car |Longname=FXO Turbo |Shortname=FXO |Image=FXO.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.9リッター ターボ 水平対向4気筒 |kWPower=175 |bhpPower=234 |PowerRPM=6357 |NmTorque=305 |lbftTorque=224 |TorqueRPM=4336 |kgMass=1136 |lbsMass=2504 |WRatio=154 |bhpRatio=210 |WeightDistF=57.0 |WeightDistR=43.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=S1の中でも人気な車です。コントロールしやすく、楽しく、速い、前輪駆動の車です。太いタイヤと軽量なボディがコーナリング性能を保証します。しかし、しばらくするとそのエンジンノイズにうんざりしてくるでしょう。XRTと同じくらい速いです。 |Setuptip=デフォルトのセットアップでもバランスがよく、充分コントロールしやすいため、あまりいじり過ぎない方が良いでしょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:TBO]] [[hu:Autók:TBO]] 656afd7a79bd3c091fe02f39e650edb46de92717 車種 0 1414 2221 2125 2017-02-19T18:38:45Z Skylinekakkoii 57 TBOクラス作成に基づくリンク修正 & 項目削除 wikitext text/x-wiki == 概要 == LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています '''FR'''<br> → [[車:FRクラス]] '''TBO'''<br> → [[車:TBOクラス]] '''LRF'''<br> LX6, RAC & FZ5: TBOクラスのようですが若干このクラスのマシンが速いです すべてのクルマが後輪駆動です 特集された車は馬力と重さにおいて非常に異なっています。 すべてが250-310bhp/tonの範囲です <br> Much like the TBO-class, but a bit faster. All cars are rear drive. The featured cars are very different in terms of horsepower and weight. All are in the range of 250-310bhp/ton. Some favour acceleration and handling while others top speed. '''FWD GTR'''<br> XFR, UFR: 両方ともほぼ一緒です <br>これらは約300bhp/トンのパワーを持っています。 '''RWD GTR'''<br> FXR, XRR & FZR: 日本のSUPER GT(元 JGTC)のGT500クラスのマシンに近いレースカーです 三台ともほぼ一緒です <br>Racecars similar to the Japanese Super GT (formerly JGTC) GT500 class. They have approx. 410bhp/ton. '''Road'''<br> All road legal cars '''Race'''<br> All race legal cars === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[車:FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[車:シングルシータークラス#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]]||XRT||FRクーペ||RWD||2.0L ターボ 直列4気筒||184 kW (247 hp)||1223 kg (2696 lb) |- |[[車:TBOクラス#RB4_GT|RB4 GT]]||RB4||4WDクーペ||AWD||2.0L ターボ 直列4気筒||181 kW (243 hp)||1210 kg (2667 lb) |- |[[車:TBOクラス#FXO_Turbo|FXO Turbo]]||FXO||FFクーペ||FWD||1.9L ターボ 水平対向4気筒||175 kW (234 hp)||1136 kg (2504 lb) |- |[[車:クラスなし#LX4|LX4]]||LX4||FRロードスター||RWD||1.3L 直列4気筒||105 kW (140 hp)||499 kg (1101 lb) |- |[[Cars:LRF#LX6|LX6]]||LX6||FR roadster||RWD||1.8 L inline-6||142 kW (190 hp)||539 kg (1188 lb) |- |[[車:シングルシータークラス#MRT5|MRT5]]||MRT||MRシングルシーター||RWD||600cc ターボ 直列4気筒||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (メモ: 日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 '''メモ:''' '''TBO''' というクラス名は、様々なリーグなどでよく使われているので、覚えておくとよいでしょう。このクラスはRB4,FXOとXRTの3台のみを含んでいます。 === S2 === [[image:Cars.jpg|thumb|GTRクラスの車]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:クラスなし#UF_1000|UF 1000]]||UF1||FFハッチバック||FWD||1.0L 直列4気筒||41 kW (55 hp)||600 kg (1322 lb) |- |[[Cars:LRF#RaceAbout|RaceAbout]]||RAC||MR convertible||RWD||2.0 L turbo inline-4||183 kW (245 hp)||800 kg (1763 lb) |- |[[Cars:LRF#FZ50|FZ50]]||FZ5||RR layout|RR coupe||RWD||3.6 L boxer-6||269 kW (360 hp)||1380 kg (3042 lb) |- |[[Cars:FWD GTR#XF_GTR|XF GTR]]||XFR||FF race car||FWD||2.0 L inline-4||172 kW(230 hp)||840 kg (1851 lb) |- |[[Cars:FWD GTR#UF_GTR|UF GTR]]||UFR||FF race car||FWD||1.4 L inline-4||134 kW (180 hp)||600 kg (1322 lb) |- |[[車:シングルシータークラス#Formula_XR|Formula XR]]||FOX||MRフォーミュラ||RWD||2.0L 直列4気筒||142 kW (190 hp)||490 kg (1079 lb) |- |[[車:シングルシータークラス#Formula_V8|Formula V8]]||FO8||MRフォーミュラ||RWD||3.0L V型8気筒||335 kW (450 hp)||600 kg (1323 lb) |- |[[車:シングルシータークラス#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MRフォーミュラ||RWD||2.4L V型8気筒||537 kW (720 hp)||530 kg (1169 lb) |- |[[Cars:RWD GTR#FXO_GTR|FXO GTR]]||FXR||4WD race car||AWD||2.0 L turbo boxer-4||365 kW (490 hp)||1100 kg (2425 lb) |- |[[Cars:RWD GTR#XR_GTR|XR GTR]]||XRR||FR race car||RWD||2.0 L turbo inline-4||365 kW (490 hp)||1100 kg (2425 lb) |- |[[Cars:RWD GTR#FZ50_GTR|FZ50 GTR]]||FZR||RR race car||RWD||3.6 L boxer-6||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、クラッシックなMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout`02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - フォーミュラ・ルノー2000に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Formula3000 / GP2 racecarに似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - BMW Sauber F1.06を模したフォーミュラカー *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 80%; text-align: center; width: 800px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! width="75px" | クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[車:FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[車:TBOクラス|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[Cars:LRF|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[Cars:FWD GTR|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[Cars:RWD GTR|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[車:シングルシータークラス|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[車:クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 車の詳細 == === UF 1000 (UF1)=== → [[車:クラスなし#UF_1000]] === XF GTI (XFG) === → [[車:FRクラス#XF_GTI]] === XR GT (XRG) === → [[車:FRクラス#XR_GT]] === XR GT Turbo (XRT) === → [[車:TBOクラス#XR_GT_Turbo]] === RB4 GT (RB4) === → [[車:TBOクラス#RB4_GT]] === FXO TURBO (FXO) === → [[車:TBOクラス#FXO_Turbo]] === LX4 (LX4) === → [[車:クラスなし#LX4]] === LX6 (LX6) === [[image:LX6.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 1.8 litre inline 6<br> Power: 142 kW (190 bhp) @ 8429 rpm<br> Torque: 173 Nm (128 lbft) @ 7059 rpm<br> Total Mass: 540 kg (1192 lbs)<br> Power-weight: 62 W/kg (357 bhp/ton)<br> Weight dist: 48.3 F 51.7 R<br> Fuel tank capacity: 40 ltr Take the LX4, swap the engine for a 1.8 litre inline 6, and you have the LX6. So what's the big deal? It's a touch heavier, has a slightly more balanced weight distribution (due to the heavier lump up front) and, most importantly, more power. It's trickier to drive, so if you've not driven an LX style car before the LX4 is a better starting point. Since the LX8 has been canned, this is the fastest LX style car available in LFS at the moment. === RaceAbout (RAC) === [[image:RAC.jpg|thumb]] Mid engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 183 kW (245 bhp) @ 5879 rpm<br> Torque: 360 Nm (265 lbft) @ 3500 rpm<br> Total Mass: 800 kg (1763 lbs)<br> Power-weight: 228 W/kg (311 bhp/ton)<br> Weight dist: 40.0 F 60.0 R<br> Fuel tank capacity: 42 ltr<br> Website: http://www.raceabout.fi SAAB製のエンジンをミッドシップに配置した、とてもエキサイティングなフィンランドのプロトタイプスポーツカーです。限界域で走らせることはとても難しいでしょう。 '''Setup tip:''' リヤのアンチロールバーを持たない事がセッティングを難しくしています。 Don't put too much understeer into the springs or the car will push too much. No need to go silly with the front antiroll bar either, although a healthy amount is still recommended. Keep the suspension fairly soft too. === FZ50 (FZ5) === [[image:FZ5.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 269 kW (360 bhp) @ 7588 rpm<br> Torque: 392 Nm (288 lbft) @ 5019 rpm<br> Total Mass: 1379 kg (3041 lbs)<br> Power-weight: 195 W/kg (265 bhp/ton)<br> Weight dist: 38.0 F 62.0 R<br> Fuel tank capacity: 90 ltr この車は、LFSで使用できる速い車であり、速い速度でハンドリングをすることができる。その重い車体、高パワー、後輪寄りの重量配分により、チャレンジングなドライビングをさせてくれる。<br> This is the fastest road car available in LFS, favoring top speed over handling. Its high weight, high power and rearward weight distribution make for an challenging, yet entertaining drive. Go take it for a spin and make those tyres squeal. '''Setup tip:''' Doesn't actually need that much understeer. Heavy engine braking is the main issue, so most importantly have the differential very tight on the coast side to help with off throttle oversteer, and move the brake bias forward to help stability under braking. === XF GTR (XFR) === [[image:XFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 2.0 litre inline 4<br> Power: 179 kW (240 bhp) @ 7242 rpm<br> Torque: 270 Nm (198 lbft) @ 5178 rpm<br> Total Mass: 836 kg (1843 lbs)<br> Power-weight: 214 W/kg (292 bhp/ton)<br> Weight dist: 62.3 F 37.7 R<br> Fuel tank capacity: 70 ltr お待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、全く新しい「パワーアンダーステア」を教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。<br> Take everyone's favourite hot hatch, stick slicks on it, thrown in a beastly 2.0 engine, throw out some weight, then clad it in some mean racecar bodywork and this is what you end up with. The most powerful FWD car in LFS, it brings a whole new meaning to the phrase "power understeer". Requires smooth driving. Is a competitor to the UF GTR. '''XF/UF GTR setup tip:''' Wheelspin frying the front tyres is the main nightmare behind these cars, so keep the suspension soft, lock the differential as far as it will go on the power side and use the coast side to control lift off oversteer. Keep zero toe on the front wheels, and keep tyre pressures LOW. Although this makes the tyres easier to heat up, the extra grip will be more beneficial in preventing wheelspin, so in fact the tyres will generally be cooler. === UF GTR (UFR) === [[image:UFR.jpg|thumb]] Front engined, front wheel drive<br> Engine: 1.4 litre inline 4<br> Power: 134 kW (180 bhp) @ 8246 rpm<br> Torque: 178 Nm (131 lbft) @ 5870 rpm<br> Total Mass: 600 kg (1323 lbs)<br> Power-weight: 223 W/kg (304 bhp/ton)<br> Weight dist: 64.6 F 35.4 R<br> Fuel tank capacity: 60 ltr While it has less power than it's competitor, the XF GTR, it's lack of weight more than makes up for this. On twistier circuits it will eat the XF GTR (and a couple of sets of tyres), but loses out on the straights. Certainly requires smooth driving. Whoever said Minis were boring? === MRT 5 (MRT) === → [[車:シングルシータークラス#MRT5]] === Formula BMW (FBM) === → [[車:シングルシータークラス#Formula_BMW]] === Formula XR (FOX) === → [[車:シングルシータークラス#Formula_XR]] === Formula V8 (FO8) === → [[車:シングルシータークラス#Formula_V8]] === BMW Sauber F1 (BF1) === → [[車:シングルシータークラス#BMW_Sauber_F1_(Formula_One)]] === FXO GTR (FXR) === [[image:FXR.jpg|thumb]] Front engined, all wheel drive<br> Engine: 2.0 litre turbocharged flat 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1130 kg (2492 lbs)<br> Power-weight: 323 W/kg (441 bhp/ton)<br> Weight dist: 57.5 F 42.5 R<br> Fuel tank capacity: 100 ltr XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. '''Setup tip:''' Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. === XR GTR (XRR) === [[image:XRR.jpg|thumb]] Front engined, rear wheel drive<br> Engine: 2.0 litre turbocharged inline 4<br> Power: 365 kW (490 bhp) @ 6278 rpm<br> Torque: 627 Nm (461 lbft) @ 4782 rpm<br> Total Mass: 1100 kg (2424 lbs)<br> Power-weight: 332 W/kg (453 bhp/ton)<br> Weight dist: 55.4 F 44.6 R<br> Fuel tank capacity: 100 ltr あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. '''XR/FZ50 GTR setup tip:''' Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. === FZ50 GTR (FZR) === [[image:FZR.jpg|thumb]] Rear engined, rear wheel drive<br> Engine: 3.6 litre flat 6<br> Power: 365 kW (490 bhp) @ 8106 rpm<br> Torque: 503 Nm (370 lbft) @ 5267 rpm<br> Total Mass: 1100 kg (2425 lbs)<br> Power-weight: 332 W/kg (452 bhp/ton)<br> Weight dist: 35.3 F 64.7 R<br> Fuel tank capacity: 100 ltr よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do it's best to rip it out the first time you drive it. == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 0eed821445a863958050024714f5b86e12b9242d 2232 2221 2017-02-20T08:49:23Z Skylinekakkoii 57 各クラスごとのページ作成に伴う、クラス説明および各車説明の削除 wikitext text/x-wiki == 概要 == LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています。 === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[車:FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[車:シングルシータークラス#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]]||XRT||FRクーペ||RWD||2.0L ターボ 直列4気筒||184 kW (247 hp)||1223 kg (2696 lb) |- |[[車:TBOクラス#RB4_GT|RB4 GT]]||RB4||4WDクーペ||AWD||2.0L ターボ 直列4気筒||181 kW (243 hp)||1210 kg (2667 lb) |- |[[車:TBOクラス#FXO_Turbo|FXO Turbo]]||FXO||FFクーペ||FWD||1.9L ターボ 水平対向4気筒||175 kW (234 hp)||1136 kg (2504 lb) |- |[[車:クラスなし#LX4|LX4]]||LX4||FRロードスター||RWD||1.3L 直列4気筒||105 kW (140 hp)||499 kg (1101 lb) |- |[[車:LRFクラス#LX6|LX6]]||LX6||FRロードスター||RWD||1.8L 直列6気筒||142 kW (190 hp)||539 kg (1188 lb) |- |[[車:シングルシーター#MRT5|MRT5]]||MRT||MRシングルシーター||RWD||600cc ターボ 直列4気筒||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (メモ: 日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 '''メモ:''' '''TBO''' というクラス名は、様々なリーグなどでよく使われているので、覚えておくとよいでしょう。このクラスはRB4,FXOとXRTの3台のみを含んでいます。 === S2 === [[image:Cars.jpg|thumb|GTRクラスの車]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:クラスなし#UF_1000|UF 1000]]||UF1||FFハッチバック||FWD||1.0L 直列4気筒||41 kW (55 hp)||600 kg (1322 lb) |- |[[車:LRFクラス#RaceAbout|RaceAbout]]||RAC||MRコンバーチブル||RWD||2.0L ターボ 直列4気筒||183 kW (245 hp)||800 kg (1763 lb) |- |[[車:LRFクラス#FZ50|FZ50]]||FZ5||RRクーペ||RWD||3.6L 水平対向6気筒||269 kW (360 hp)||1380 kg (3042 lb) |- |[[車:FWD_GTRクラス#XF_GTR|XF GTR]]||XFR||FFレースカー||FWD||2.0L 直列4気筒||172 kW(230 hp)||840 kg (1851 lb) |- |[[車:FWD_GTRクラス#UF_GTR|UF GTR]]||UFR||FFレースカー||FWD||1.4L 直列4気筒||134 kW (180 hp)||600 kg (1322 lb) |- |[[車:シングルシーター#Formula_XR|Formula XR]]||FOX||MRフォーミュラ||RWD||2.0L 直列4気筒||142 kW (190 hp)||490 kg (1079 lb) |- |[[車:シングルシーター#Formula_V8|Formula V8]]||FO8||MRフォーミュラ||RWD||3.0L V型8気筒||335 kW (450 hp)||600 kg (1323 lb) |- |[[車:シングルシーター#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MRフォーミュラ||RWD||2.4L V型8気筒||537 kW (720 hp)||530 kg (1169 lb) |- |[[車:RWD_GTRクラス#FXO_GTR|FXO GTR]]||FXR||4WDレースカー||AWD||2.0L ターボ 水平対向4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[車:RWD_GTRクラス#XR_GTR|XR GTR]]||XRR||FRレースカー||RWD||2.0L ターボ 直列4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[車:RWD_GTRクラス#FZ50_GTR|FZ50 GTR]]||FZR||RRレースカー||RWD||3.6L 水平対向6気筒||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、ダイハツ トレビスやクラッシックMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout'02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - Formula Renault 2000 に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Lola Formula 3000 に似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - 2006年のBMW Sauber の Formula One 参戦マシンの BMW Sauber F1.06 *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 80%; text-align: center; width: 800px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! width="75px" | クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[車:FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[車:TBOクラス|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[車:LRFクラス|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[車:FWD GTRクラス|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[車:RWD GTRクラス|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[車:シングルシーター|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[車:クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] a1a4cbe639adfd9aa789cb9be80b1cd374f69b98 2234 2232 2017-02-20T08:51:30Z Skylinekakkoii 57 リンクミス修正 wikitext text/x-wiki == 概要 == LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています。 === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[車:FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[車:シングルシータークラス#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]]||XRT||FRクーペ||RWD||2.0L ターボ 直列4気筒||184 kW (247 hp)||1223 kg (2696 lb) |- |[[車:TBOクラス#RB4_GT|RB4 GT]]||RB4||4WDクーペ||AWD||2.0L ターボ 直列4気筒||181 kW (243 hp)||1210 kg (2667 lb) |- |[[車:TBOクラス#FXO_Turbo|FXO Turbo]]||FXO||FFクーペ||FWD||1.9L ターボ 水平対向4気筒||175 kW (234 hp)||1136 kg (2504 lb) |- |[[車:クラスなし#LX4|LX4]]||LX4||FRロードスター||RWD||1.3L 直列4気筒||105 kW (140 hp)||499 kg (1101 lb) |- |[[車:LRFクラス#LX6|LX6]]||LX6||FRロードスター||RWD||1.8L 直列6気筒||142 kW (190 hp)||539 kg (1188 lb) |- |[[車:シングルシーター#MRT5|MRT5]]||MRT||MRシングルシーター||RWD||600cc ターボ 直列4気筒||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (メモ: 日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 '''メモ:''' '''TBO''' というクラス名は、様々なリーグなどでよく使われているので、覚えておくとよいでしょう。このクラスはRB4,FXOとXRTの3台のみを含んでいます。 === S2 === [[image:Cars.jpg|thumb|GTRクラスの車]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:クラスなし#UF_1000|UF 1000]]||UF1||FFハッチバック||FWD||1.0L 直列4気筒||41 kW (55 hp)||600 kg (1322 lb) |- |[[車:LRFクラス#RaceAbout|RaceAbout]]||RAC||MRコンバーチブル||RWD||2.0L ターボ 直列4気筒||183 kW (245 hp)||800 kg (1763 lb) |- |[[車:LRFクラス#FZ50|FZ50]]||FZ5||RRクーペ||RWD||3.6L 水平対向6気筒||269 kW (360 hp)||1380 kg (3042 lb) |- |[[車:FWD_GTRクラス#XF_GTR|XF GTR]]||XFR||FFレースカー||FWD||2.0L 直列4気筒||172 kW(230 hp)||840 kg (1851 lb) |- |[[車:FWD_GTRクラス#UF_GTR|UF GTR]]||UFR||FFレースカー||FWD||1.4L 直列4気筒||134 kW (180 hp)||600 kg (1322 lb) |- |[[車:シングルシーター#Formula_XR|Formula XR]]||FOX||MRフォーミュラ||RWD||2.0L 直列4気筒||142 kW (190 hp)||490 kg (1079 lb) |- |[[車:シングルシーター#Formula_V8|Formula V8]]||FO8||MRフォーミュラ||RWD||3.0L V型8気筒||335 kW (450 hp)||600 kg (1323 lb) |- |[[車:シングルシーター#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MRフォーミュラ||RWD||2.4L V型8気筒||537 kW (720 hp)||530 kg (1169 lb) |- |[[車:RWD_GTRクラス#FXO_GTR|FXO GTR]]||FXR||4WDレースカー||AWD||2.0L ターボ 水平対向4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[車:RWD_GTRクラス#XR_GTR|XR GTR]]||XRR||FRレースカー||RWD||2.0L ターボ 直列4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[車:RWD_GTRクラス#FZ50_GTR|FZ50 GTR]]||FZR||RRレースカー||RWD||3.6L 水平対向6気筒||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、ダイハツ トレビスやクラッシックMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout'02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - Formula Renault 2000 に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Lola Formula 3000 に似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - 2006年のBMW Sauber の Formula One 参戦マシンの BMW Sauber F1.06 *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 80%; text-align: center; width: 800px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! width="75px" | クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[車:FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[車:TBOクラス|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[車:LRFクラス|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[車:FWD GTRクラス|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[車:RWD_GTRクラス|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[車:シングルシーター|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[車:クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 XFG, XRG, XRT, RB4, FXO, LX4, LX6, RAC, UF1, UFR, XFR, FZ5 '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 XRR, FXR, FZR '''450°''' この3車種のロック to ロックは1.25回転となっています。 FBM, FOX, FO8 '''400°''' BF1 は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 MRT {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 04460309955a9b152e01f357599a206a67ca6118 2237 2234 2017-02-20T10:23:53Z Skylinekakkoii 57 /* 各車種のステアリングロック角度 */ リンク追加 wikitext text/x-wiki == 概要 == LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています。 === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[車:FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[車:シングルシータークラス#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]]||XRT||FRクーペ||RWD||2.0L ターボ 直列4気筒||184 kW (247 hp)||1223 kg (2696 lb) |- |[[車:TBOクラス#RB4_GT|RB4 GT]]||RB4||4WDクーペ||AWD||2.0L ターボ 直列4気筒||181 kW (243 hp)||1210 kg (2667 lb) |- |[[車:TBOクラス#FXO_Turbo|FXO Turbo]]||FXO||FFクーペ||FWD||1.9L ターボ 水平対向4気筒||175 kW (234 hp)||1136 kg (2504 lb) |- |[[車:クラスなし#LX4|LX4]]||LX4||FRロードスター||RWD||1.3L 直列4気筒||105 kW (140 hp)||499 kg (1101 lb) |- |[[車:LRFクラス#LX6|LX6]]||LX6||FRロードスター||RWD||1.8L 直列6気筒||142 kW (190 hp)||539 kg (1188 lb) |- |[[車:シングルシーター#MRT5|MRT5]]||MRT||MRシングルシーター||RWD||600cc ターボ 直列4気筒||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (メモ: 日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 '''メモ:''' '''TBO''' というクラス名は、様々なリーグなどでよく使われているので、覚えておくとよいでしょう。このクラスはRB4,FXOとXRTの3台のみを含んでいます。 === S2 === [[image:Cars.jpg|thumb|GTRクラスの車]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:クラスなし#UF_1000|UF 1000]]||UF1||FFハッチバック||FWD||1.0L 直列4気筒||41 kW (55 hp)||600 kg (1322 lb) |- |[[車:LRFクラス#RaceAbout|RaceAbout]]||RAC||MRコンバーチブル||RWD||2.0L ターボ 直列4気筒||183 kW (245 hp)||800 kg (1763 lb) |- |[[車:LRFクラス#FZ50|FZ50]]||FZ5||RRクーペ||RWD||3.6L 水平対向6気筒||269 kW (360 hp)||1380 kg (3042 lb) |- |[[車:FWD_GTRクラス#XF_GTR|XF GTR]]||XFR||FFレースカー||FWD||2.0L 直列4気筒||172 kW(230 hp)||840 kg (1851 lb) |- |[[車:FWD_GTRクラス#UF_GTR|UF GTR]]||UFR||FFレースカー||FWD||1.4L 直列4気筒||134 kW (180 hp)||600 kg (1322 lb) |- |[[車:シングルシーター#Formula_XR|Formula XR]]||FOX||MRフォーミュラ||RWD||2.0L 直列4気筒||142 kW (190 hp)||490 kg (1079 lb) |- |[[車:シングルシーター#Formula_V8|Formula V8]]||FO8||MRフォーミュラ||RWD||3.0L V型8気筒||335 kW (450 hp)||600 kg (1323 lb) |- |[[車:シングルシーター#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MRフォーミュラ||RWD||2.4L V型8気筒||537 kW (720 hp)||530 kg (1169 lb) |- |[[車:RWD_GTRクラス#FXO_GTR|FXO GTR]]||FXR||4WDレースカー||AWD||2.0L ターボ 水平対向4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[車:RWD_GTRクラス#XR_GTR|XR GTR]]||XRR||FRレースカー||RWD||2.0L ターボ 直列4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[車:RWD_GTRクラス#FZ50_GTR|FZ50 GTR]]||FZR||RRレースカー||RWD||3.6L 水平対向6気筒||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、ダイハツ トレビスやクラッシックMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout'02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - Formula Renault 2000 に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Lola Formula 3000 に似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - 2006年のBMW Sauber の Formula One 参戦マシンの BMW Sauber F1.06 *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 80%; text-align: center; width: 800px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! width="75px" | クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[車:FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[車:TBOクラス|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[車:LRFクラス|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[車:FWD GTRクラス|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[車:RWD_GTRクラス|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[車:シングルシーター|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[車:クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 [[車:FRクラス#XF_GTI|XFG]], [[車:FRクラス#XR_GT|XRG]], [[車:TBOクラス#XR_GT_Turbo|XRT]], [[車:TBOクラス#RB4_GT|RB4]], [[車:TBOクラス#FXO_Turbo|FXO]], [[車:クラスなし#LX4|LX4]], [[車:LRFクラス#LX6|LX6]], [[車:LRFクラス#RaceAbout|RAC]], [[車:クラスなし#UF_1000|UF1]], [[車:FWD_GTRクラス#UF_GTR|UFR]], [[車:FWD_GTRクラス#XF_GTR|XFR]], [[車:LRFクラス#FZ50|FZ5]] '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 [[車:RWD_GTRクラス#XR_GTR|XRR]], [[車:RWD_GTRクラス#FXO_GTR|FXR]], [[車:RWD_GTRクラス#FZ50_GTR|FZR]] '''450°''' この3車種のロック to ロックは1.25回転となっています。 [[車:シングルシーター#Formula_BMW|FBM]], [[車:シングルシーター#Formula_XR|FOX]], [[車:シングルシーター#Formula_V8|FO8]] '''400°''' [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 [[車:シングルシーター#MRT5|MRT5]] {{車}} [[Category:車]] <!-- 多言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 50570c827ceb6d15caabca6f6b8f51a630a379e2 LRFクラス 0 1524 2224 2017-02-20T07:14:34Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki TBOに近いクラスですが、こちらのマシンの方がわずかに速く設定されています。すべての車が後輪駆動です。 馬力や重量が全てバラバラで、パワーウェイトレシオは 250-310bhp/トン と比較的広い範囲を取っています。 ある車は加速とハンドリングを重視し、ある車は最高速度を重視しています。 == LX6 == {{Car |Longname=LX6 |Shortname=LX6 |Image=LX6b.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列6気筒 |kWPower=142 |bhpPower=190 |PowerRPM=8402 |NmTorque=173 |lbftTorque=128 |TorqueRPM=7066 |kgMass=539 |lbsMass=1188 |WRatio=263 |bhpRatio=358 |WeightDistF=48.0 |WeightDistR=52.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=LX4に1.8リッター 直6エンジンを載せたのがLX6です。何が異なるのかというと、少し重量が重くなり、またそのことで微妙に重量バランスが良くなっています(フロントが重くなったため)。そして、当然ながらパワーが上がっています。LX4よりトリッキーな車なので、LXシリーズに乗ったことがない方はまず先にLX4に乗ることをお勧めします。LX8は廃止されてしまったので、現時点ではこれがLXシリーズの中で最も速い車となります。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == RaceAbout == {{Car |Longname=RaceAbout |Shortname=RAC |Image=RAC.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=183 |bhpPower=245 |PowerRPM=5906 |NmTorque=360 |lbftTorque=266 |TorqueRPM=3500 |kgMass=800 |lbsMass=1763 |WRatio=228 |bhpRatio=311 |WeightDistF=40.1 |WeightDistR=59.9 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=フィンランドの実在するプロトタイプスポーツカーです。SAABのターボエンジンをミッドシップに搭載しています。限界を引き出すのは非常に難しい車です。実際のプロジェクトの詳細は[http://www.raceabout.fi こちら]をご参照ください。 |Setuptip=リアにアンチロールバーが存在しないことがこの車をセットアップする上で不便なポイントとなっています。プッシュしすぎないよう、あまりアンダーステアなセッティングはお勧めしません。フロントのアンチロールバーも過度に硬くしない方が良いでしょう。サスペンションは柔らかめにしておくことをお勧めします。 }} == FZ50 == {{Car |Longname=FZ50 |Shortname=FZ5 |Image=FZ5.jpg |Drive=リアエンジン リアドライブ |Engine=3.6リッター 水平対向6気筒 |kWPower=269 |bhpPower=360 |PowerRPM=7563 |NmTorque=392 |lbftTorque=289 |TorqueRPM=5000 |kgMass=1380 |lbsMass=3042 |WRatio=195 |bhpRatio=265 |WeightDistF=38.0 |WeightDistR=62.0 |Fuel=90 |FrontSusp=マクファーソンストラット |RearSusp=ダブルウィッシュボーン |Information=この車はLFSの中で最も速いロードカーです。トップスピードでのハンドリングに優れています。ドライビングの楽しさをスポイルするほどではありませんが、車重が重くハイパワーな上に、RRレイアウトがこの車をチャレンジングなものとしています。スピンさせてスキール音を響かせましょう! |Setuptip=あまりアンダーステアに振る必要はありません。強いエンジンブレーキが主な問題なので、デフの減速側をしっかりと効かせることで、スロットルをオフにしたときにオーバーステアに陥りにくくなります。また、ブレーキ配分もフロント側にセッティングすることで、ブレーキング時の安定性が向上するでしょう。BF1と同じで、この車もまたトラクションコントロールを備えています。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:LRF]] [[hu:Autók:LRF]] b528e2a1cf429045342d1e2094526319dee829b6 車:シングルシータークラス 0 1525 2228 2017-02-20T07:19:55Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:シングルシータークラス]]」を「[[車:シングルシーター]]」に移動しました: クラスという表現が適切ではありませんでした wikitext text/x-wiki #転送 [[車:シングルシーター]] 3f537bce82bbf50a9d9f4c1a6bbbe3453e1856b0 FWD GTRクラス 0 1526 2231 2017-02-20T08:25:36Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki 約300bhp/トンのFFレースカークラスです。 == XF GTR == {{Car |Longname=XF GTR |Shortname=XFR |Image=XFR.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター 直列4気筒 |kWPower=172 |bhpPower=230 |PowerRPM=7219 |NmTorque=260 |lbftTorque=192 |TorqueRPM=5125 |kgMass=840 |lbsMass=1851 |WRatio=204 |bhpRatio=279 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=70 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=皆さんのお待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、「パワーアンダーステア」というフレーズを教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。 |Setuptip=フロントタイヤのホイールスピンがこのクラスの車の主な悪い点です。サスペンションを柔らかく設定し、デフの加速側を出来るだけ効かせましょう。減速側は弱めに設定し、弱オーバーとなるようにセッティングしましょう。フロントホイールのトーはゼロのままにし、タイヤの空気圧は出来る限り下げましょう。一般的には空気圧を下げると、タイヤは発熱しやすくなりますが、発熱することでよりグリップしてホイールスピンを減らすため、結果としてタイヤの発熱はさほど大きくなりません。 }} == UF GTR == {{Car |Longname=UF GTR |Shortname=UFR |Image=UFR.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.4リッター 直列4気筒 |kWPower=134 |bhpPower=180 |PowerRPM=8227 |NmTorque=178 |lbftTorque=131 |TorqueRPM=5871 |kgMass=600 |lbsMass=1322 |WRatio=223 |bhpRatio=304 |WeightDistF=62.0 |WeightDistR=38.0 |Fuel=60 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=ライバルであるXF GTRに対してパワーが少ない分、こちらは車重が軽くなっています。曲がりくねったコースではXF GTRよりも速いですが、残念ながらストレートでは負けてしまいます。こちらもスムーズな運転が必要となります。この車に乗れば、「小さい車はつまらない」などと口にすることはなくなるでしょう。 |Setuptip=ほとんど同じですので、XF GTRのコツをご参照ください。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:FWD GTR]] [[hu:Autók:FWD GTR]] 798e9f787c45c141e7074b58048fb24b643cdd6c RWD GTRクラス 0 1527 2233 2017-02-20T08:49:52Z Skylinekakkoii 57 ページの作成:「このクラスは日本のSuper GT(旧JGTC)のGT500クラスに似ています。パワーウェイトレシオは 約453bhp/トン となっています。 == FXO GTR...」 wikitext text/x-wiki このクラスは日本のSuper GT(旧JGTC)のGT500クラスに似ています。パワーウェイトレシオは 約453bhp/トン となっています。 == FXO GTR == {{Car |Longname=FXO GTR |Shortname=FXR |Image=FXR.jpg |Drive=Front engined, all wheel drive, sequential gearbox with ignition cut |Engine=2.0 litre turbocharged flat 4 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=56.5 |WeightDistR=43.5 |Fuel=100 |FrontSusp=Double Wishbone |RearSusp=Double Wishbone |Information=XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。 スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。 しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずGTRクラスを楽しみたい、という人にとっては素晴らしい車です。 しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 The FXO GTR is the easiest of the GTR cars to drive, thanks to its stable handling and four-wheel drive. Unfortunately it's also the slowest over a single lap. In the hands of a skilled driver it can usually beat most comers, but even the best FXO GTR driver can't catch a well-driven FZ50 GTR or XR GTR in a sprint race. In endurance races the playing field is leveled somewhat, as the FXO GTR is easier on its tires than the other two GTR cars and has superior fuel economy. Ultimately the FXO GTR is a great car for somebody just getting used to the extra power offered by the GTR cars or for somebody who just wants to have some fun in the GTR class, but if you want wins and don't like long races you have to move to one of the rear-wheel drive GTR cars. |Setuptip=Need a little oversteer for this car, and send plenty of the torque rearward to keep tyre temperatures equal front and rear. Best keep the differential locking fairly light on the coast side to help turn in, which is this cars main strength. }} == XR GTR == {{Car |Longname=XR GTR |Shortname=XRR |Image=XRR.jpg |Drive=Front engined, rear wheel drive, sequential gearbox with ignition cut |Engine=2.0 litre turbocharged inline 4 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=53.5 |WeightDistR=46.5 |Fuel=100 |FrontSusp=Double Wishbone |RearSusp=Double Wishbone |Information=あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。 XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。 Is the XR GT Turbo not man enough for you? Slicks, wings, silly power and an angry face, this car has had the works done to it. Nobody knows what the LFS tuning division did to the turbocharger to get double the power out of the engine, but it works, and we are forever thankful. It likes to eat FXO GTRs for breakfast, so watch out. |Setuptip=Not much understeer needed for these cars, again just use downforce for high speed stability. Need to keep the differential fairly tight so you can put down all that power. Highish tyre pressures at the rear, less at the front. }} == FZ50 GTR == {{Car |Longname=FZ50 GTR |Shortname=FZR |Image=FZR.jpg |Drive=Rear engined, rear wheel drive, H-pattern gearbox |Engine=3.6 litre flat 6 |kWPower=365 |bhpPower=490 |PowerRPM=8102 |NmTorque=503 |lbftTorque=371 |TorqueRPM=5246 |kgMass=1100 |lbsMass=2424 |WRatio=332 |bhpRatio=452 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=100 |FrontSusp=Double Wishbone |RearSusp=Double Wishbone |Information=よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。 XR GTRと同様、FZ50にはスリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられました。 This is what happens when a not-so-sane person looks at the FZ50 and says "Mmm, nice, but could do with a bit more power." 130bhp more to be exact. Like the XR GTR, it was given slicks, downforce, gorgeous looks and lightened, but just ended up better. Not for the faint hearted, since it will do its best to rip it out the first time you drive it. Also, after BF1 and FO8 this car is third fastest car in LFS. |Setuptip=See tip for the XR GTR. }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:RWD GTR]] [[hu:Autók:RWD GTR]] d519b5435e1fc8206d50ece5c2bfd5e978528827 2236 2233 2017-02-20T10:08:32Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki このクラスは日本のSuper GT(旧JGTC)のGT500クラスに似ています。パワーウェイトレシオは 約453bhp/トン となっています。 == FXO GTR == {{Car |Longname=FXO GTR |Shortname=FXR |Image=FXR.jpg |Drive=フロントエンジン 全輪駆動 点火カット付きシーケンシャルギアボックス |Engine=2.0リッター ターボ 水平対向4気筒 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=56.5 |WeightDistR=43.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずこのクラスを楽しみたい、という人にとっては素晴らしい車です。しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 |Setuptip=少しオーバーステアに設定する必要があります。フロントとリアのタイヤ温度を同じくらいに保つよう、リアにたくさんのトルクを伝えるようにしましょう。ターンインを楽にするために、デフはかなり軽めに設定しておくとよいでしょう。これはこの車の強みです。 }} == XR GTR == {{Car |Longname=XR GTR |Shortname=XRR |Image=XRR.jpg |Drive=フロントエンジン リアドライブ 点火カット付きシーケンシャルギアボックス |Engine=2.0リッター ターボ 直列4気筒 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=53.5 |WeightDistR=46.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。FXO GTRを朝食に食べてしまうほど速い車です。 |Setuptip=GTRクラスの車はアンダーステアに振る必要はありません。高速域で安定するよう、ダウンフォースを調整しましょう。全てのパワーを路面に伝えるために、デフは充分に硬くしておきましょう。リアは高め、フロントは少なめのタイヤ空気圧がおすすめです。 }} == FZ50 GTR == {{Car |Longname=FZ50 GTR |Shortname=FZR |Image=FZR.jpg |Drive=リアエンジン リアドライブ Hパターンギアボックス |Engine=3.6 litre flat 6 |kWPower=365 |bhpPower=490 |PowerRPM=8102 |NmTorque=503 |lbftTorque=371 |TorqueRPM=5246 |kgMass=1100 |lbsMass=2424 |WRatio=332 |bhpRatio=452 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。それに対しての答えとして、XR GTRと同様、スリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられた結果がこの車です。BF1とF08に次いでLFSで3番目に速い車です。 |Setuptip=ほとんど同じ内容ですので、XR GTRのコツをご参照ください。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 多言語へのリンク --> [[en:Cars:RWD GTR]] [[hu:Autók:RWD GTR]] 23dd70be76b87d32ac9a1d25ca1b20bccfd68101 ドリフトガイド 0 1474 2235 2170 2017-02-20T09:39:08Z Skylinekakkoii 57 一部翻訳 wikitext text/x-wiki ドリフトとは、コーナリング中にホイールスピンを伴ったスライドを行うことです。 ホイールスピンは車を前に進め、コーナーの内側へ車を動かすために起こされます。 この間、フロントタイヤはトラクションを保ったままです。 このテクニックにより、より高速でコーナリングを行うことができます。 ドリフトには様々なきっかけ作りなどの方法があります。 また、人によって異なる説明をする場合がありますので、間違っている文や改善すべき点があれば、是非追加、編集してください! == 車のチューニング == 車のチューニングは、あなたの車にどのようなドリフトができるかを決定する重要な要因のうちの1つです。 サスペンションをチューニングする最も簡単な方法は、リアのアンチロールバーを硬くし、フロントは柔らかくする方法です。もちろん、リアのアンチロールバーを柔らかくすることでより上手にドリフトできる場合もあります。 次に、タイヤに焦点を当てます。リアタイヤは基本的に、空気圧を通常よりも高い状態にしておくべきです。フロントタイヤの空気圧を下げた方がいい場合もあります。 最後に、ギアレシオを変更しましょう。ファイナルギアレシオの値を高くすると、よりトルクが発生するので、ホイールスピンやドリフトを発生させやすくなります。 硬いアンチロールバーをセッティングするとともに、硬いスプリングと、フロントタイヤへのネガティブキャンバーを設定すると良いでしょう。 Depending on your style you may also want your brakes either toward the front, or central. If you set them toward the front, you can induce oversteer by braking easier, and catch a spin by locking the front wheels. If you set it central then you can use the brakes to lock the rear wheels, and many other tricks to save a drift (too complicated to say here, but it involves locking all four wheels). For what differential you use, I recommend a clutch LSD. I use a high percentage for on-power, and low setting for off-power, to help catch spins. Locked diff's are unforgiving, but very easy to start a drift. Do what works for you, and if you need help don't hesitate to search on [http://www.lfs.net/forum LFS Forum] and ask for some help. * More advanced tuning: The main part is the suspension (this is only to experiment to make your set as good as it can be only if you have experience), which has a few setup areas that can make and break a set. The first is ride height, this is not important until the end of the suspension tuning. Stiffness, the stiffer the spring the more oversteer there generally is, so why not tighten up the rear all the way? In drifting you need control too, so you should have the rear springs generally about 3/4 of the way to the right, and about 1/3 to 1/2 in the front. then you should come back and tweak it as needed. then there is damping. This is how much resistance to bounce it has, you should drop your car and adjust it so there is the fall compress and depress and stops there, both for front and rear. It also affects fine tuning for drifts, so if you are understeering too much you should have a little less dampening and vice versa (that goes for grip too). Sway bars: these do not do much in drifting as far as I know, so I just have the front more then the rear by a little and keep it around 1/4 sway bar ride height. You should drop your car and have it low enough so it just barely looks like it is bottoming out. '''Drivetrain:''' to keep it simple enough, the locked diff is very easy to drift but hard to drive, open diff is opposite, clutch just puts force on having the wheels not spin at different speeds, and viscous depends on the speed of the wheels. I tend to like clutch at a pretty high locking, moderate coast, and kinda high force. Viscous at moderate force, and stay away from open. For gearing keep it how it was, and lower the final (to the right) a little bit so you can keep the RPMs up (have it so it maxes out at the fastest part of the track). '''タイヤ:''' the type of tire really doesn't matter too much, but I like to stick to normal tires. First of all, you should put your front camber at -2.5 degrees, and your rear at about -.5 to -1.25. The tire pressure for the front should stay around 30 psi, and in the rear inflate them a lot so they don't get too hot too fast. '''乗員:''' 乗員の数はドリフトにはあまり関係ありませんが、完璧なバランスを求めるのであれば、助手席に誰かを乗せてみましょう。 == テクニック == ドリフトにはいくつかの方法があります。以下はいくつかの例のリストです。基本的なテクニックから、応用的な難しいテクニックまで含んでいます。 '''振りっ返しドリフト''': このテクニックは非常に基本的です。 This is a slow side-to-side faint like drift where the rear end sways back and forth down a straight. '''ブレーキングドリフト''': This is performed by trail braking into a corner, then loss of grip is obtained & then balanced through steering and throttle inputs (note that this is mainly for medium to low speed corners). '''サイドブレーキドリフト''': Pull the E-Brake (or handbrake) to induce rear traction loss and balance drift through steering and throttle play (note that this can also be used to correct errors or fine tune drift angles). '''パワーオーバー''': This can be performed when entering a corner, using full throttle to produce heavy over-steer through the turn (note that you need "horsepower" to make this happen). '''クラッチ蹴り''': This is performed by depressing the clutch pedal on approach or during a mild drift, then pop the clutch to give a sudden jolt through the drive-line to upset rear traction. '''フェイントドリフト''': This is performed by rocking the car towards the outside of a turn and then using the rebound of grip to throw the car into the normal cornering direction (note that this is "heavy rally racing" technique used to change vehicle attitudes during cornering, mainly tight mountain corners). '''ダート落としドリフト''': This is performed by dropping the rear tires off the road into the dirt to maintain or gain drift angle without losing power or speed and to set up for the next turn (note that this technique is very useful for low horsepower cars). '''シフトロック''': This is performed by letting the revs drop on downshift into a corner and then releasing the clutch to put stress on the drive-line to slow the rear tires inducing oversteer. This is like pulling the E-brake through a turn - note that this should be performed in the wet to minimize damage to the drive-line, etc. '''ロングサイドドリフト''': This is done by pulling the E-brake through a straight to start a high angle drift and to hold this to set up for the turn ahead (note that this can only be done at high speed). '''Kansei Drift''': This is performed at race speeds, when entering a high speed corner a driver lifts his foot off the throttle to induce a mild over steer, then balances the drift through steering and throttle motions (note that the car that is being used for this style of drift should be a neutral balanced car therefore the over steer will induce itself). If the car plows through any turn this technique will not work. '''Fドリ''': FFの車を使うドリフター向けです。The E-brake as well as steering and braking techniques must be used to balance the car through a corner (note that the E-brake is the main technique used to balance the drift). もしこれらのテクニックがあまりうまくいかなくても、気にしないで下さい。これらはほんの一例であり、必ずしも出来なくてはいけない訳ではありません。クラッチやアクセル、そしてブレーキなどをフル活用して練習し、自分自身のテクニックやスタイルを見つけ出してください。それでもまだ自分の思うようにドリフトできないようであれば、これらのYouTubeの動画をチェックしてみて下さい。 http://www.youtube.com/watch?v=BzlrQHJYedk http://www.youtube.com/watch?v=f09g7B-6QcY http://www.youtube.com/watch?v=oClbHvIikpI http://www.youtube.com/watch?v=Ee398-3uyi4 http://www.youtube.com/watch?v=0PdS19LviOY http://www.youtube.com/watch?v=0PdS19LviOY これでもまだ満足できないようであれば、[http://www.lfs.net/forum LFS Forum]へアクセスし、ドリフトスレッドを探して使えそうな情報がないか調べてみましょう。 ただし、これ以上新しいスレッドは作らないで下さい!私たちは既に多くのドリフトスレッドを持っています。 == ドリフトコースを作る == 自分のドリフトコースを作りたいようであれば、BL/WEのCar Parkなど、ベースとなるコースを選択し、Shift+Uを押してください。 そうすると、縁石やパイロン、コンクリートブロックやタイヤなどのオブジェクトを置いたり、削除したりできるメニューが現れるでしょう。 詳しい操作方法は[[オートクロス]]などをご参照ください。 また、ドリフトに対して独自のポイントを与えるシステムを導入したオンラインホストがいくつかあります。 一人でドリフトするよりも、これらに参加して、たくさんの人とドリフトしましょう! == 関連項目 == * [[基本セットアップガイド]] * [[応用セットアップガイド]] e505ebca38271613662b3472d25299c47c09650c ゲームモード 0 1412 2238 2181 2017-02-20T14:12:58Z Skylinekakkoii 57 リンク切れ修正 一部翻訳 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[車:クラスなし#UF_1000|UF1]] !! [[車:クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[車:FRクラス#XF_GTI|XFG]] !! [[車:FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[車:FRクラス#XR_GT|XRG]] !! [[車:FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[車:TBOクラス#XR_GT_Turbo|XRT]] !! [[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#RB4_GT|RB4]] !! [[車:TBOクラス#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#FXO_Turbo|FXO]] !! [[車:TBOクラス#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[車:クラスなし#LX4|LX4]] !! [[車:クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#LX6|LX6]] !! [[車:LRFクラス#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#FZ50|FZ5]] !! [[車:LRFクラス#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[車:LRFクラス#RaceAbout|RAC]] !! [[車:LRFクラス#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[車:シングルシーター#MRT5|MRT]] !! [[車:シングルシーター#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[車:FWD_GTRクラス#UF_GTR|UFR]] !! [[車:FWD_GTRクラス#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[車:FWD_GTRクラス#XF_GTR|XFR]] !! [[車:FWD_GTRクラス#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[車:シングルシーター#Formula_XR|FOX]] !! [[車:シングルシーター#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_BMW|FBM]] !! [[車:シングルシータークラス#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[車:シングルシータークラス#Formula_V8|FO8]] !! [[車:シングルシータークラス#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] !! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FXO_GTR|FXR]] !! [[車:RWD_GTRクラス#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#XR_GTR|XRR]] !! [[車:RWD_GTRクラス#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FZ50_GTR|FZR]] !! [[車:RWD_GTRクラス#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[サーキット:Blackwood|BL]] !! [[サーキット:Blackwood|Blackwood]] |[[サーキット:Blackwood#GP_Track|GP]], [[サーキット:Blackwood#Historic|Historic]], [[サーキット:Blackwood#Rallycross|Rallycross]], [[サーキット:Blackwood#Car_Park|Car Park]] |- ! [[サーキット:South_City|SO]] !! [[サーキット:South_City|South City]] |[[サーキット:South_City#Classic|Classic]], [[サーキット:South_City#Sprint_Track_1|Sprint 1]], [[サーキット:South_City#Sprint_Track_2|Sprint 2]], [[サーキット:South_City#City_Long|City Long]], [[サーキット:South_City#Town Course|Town Course]], [[サーキット:South_City#Chicane Route|Chicane Route]] |- ! [[サーキット:Fern_Bay|FE]] !! [[サーキット:Fern_Bay|Fern Bay]] |[[サーキット:Fern_Bay#Club|Club]], [[サーキット:Fern_Bay#Green|Green]], [[サーキット:Fern_Bay#Gold|Gold]], [[サーキット:Fern_Bay#Black|Black]], [[サーキット:Fern_Bay#Rallycross|Rallycross]], [[サーキット:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[サーキット:Aston|AS]] !! [[サーキット:Aston|Aston]] |[[サーキット:Aston#Cadet|Cadet]], [[サーキット:Aston#Club|Club]], [[サーキット:Aston#National|National]], [[サーキット:Aston#Historic|Historic]], [[サーキット:Aston#Grand_Prix|Grand Prix]], [[サーキット:Aston#Grand_Touring|Grand Touring]], [[サーキット:Aston#North|North]] |- ! [[サーキット:Westhill|WE]] !! [[サーキット:Westhill|Westhill]] |[[サーキット:Westhill#National|National]], [[サーキット:Westhill#International|International]], [[サーキット:Westhill#Car Park|Car Park]], [[サーキット:Westhill#Karting|Karting]], [[サーキット:Westhill#Karting National|Karting National]] |- ! [[サーキット:Kyoto_Ring|KY]] !! [[サーキット:Kyoto_Ring|Kyoto Ring]] |[[サーキット:Kyoto_Ring#Oval|Oval]], [[サーキット:Kyoto_Ring#National|National]], [[サーキット:Kyoto_Ring#GP Long|GP Long]] |- ! [[サーキット:Autocross|AU]] !! [[サーキット:Autocross|Autocross]] |[[サーキット:Autocross#Autocross|Autocross]], [[サーキット:Autocross#Skid_Pad|Skid Pad]], [[サーキット:Autocross#Drag_Strip|Drag Strip]], [[サーキット:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[サーキット:Rockingham|RO]] !! [[サーキット:Rockingham|Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]], [[サーキット:Rockingham#National|National]], [[サーキット:Rockingham#Oval|Oval]], [[サーキット:Rockingham#ISSC_Long|ISSC Long]], [[サーキット:Rockingham#Lake|Lake]], [[サーキット:Rockingham#Handling|Handling]], [[サーキット:Rockingham#International|International]], [[サーキット:Rockingham#Historic|Historic]], [[サーキット:Rockingham#Historic_Short|Historic Short]], [[サーキット:Rockingham#International_Long|International Long]], [[サーキット:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「Dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル / マルチプレーヤーレースをセットアップできます。 ここでは、車 / トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 デフォルトの'hard track'セットアップをクリックし、ハイライトされた状態で'新規作成'ボタンをクリックし名前を入力して、コピーを作りましょう。 コピーがつくれたら、セッティングをいじってみましょう。 完成したら、OKボタンを押して元の画面に戻り、'Join race'ボタンを押してリストに自分の名前が表示されたことを確認しましょう。 === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] 次に、サーキット/コースを選択します。サーキットは、レースをするのに安全な場所です。 'Track'ボタンを押すと、サーキットリストやマップ、コース長などが表示されます。 LFSには8つのサーキットがあります。 the sevenths area Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[キーコンフィグ#LFS_World_コマンド]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、保存後すぐに再生が始まってしまいますが、マルチプレイなどで再生できない場合は'2'キーを押すことをお勧めします。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[キーコンフィグ#リプレイ操作]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 多言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 8c4dffedcf4bd68aadec953069664085eae4e977 オプション 0 1413 2239 1735 2017-02-20T14:48:52Z Skylinekakkoii 57 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。'''(更新中...) == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューでは、音楽や効果音などの音量を調整できます。 '''車の効果音:''' 車の効果音の音量をコントロールします。エンジン音にパチパチとノイズが入る場合、この値を下げましょう。 '''タイヤスキッド:''' タイヤのスキッド(スキール)音の音量をコントロールします。'0.0'はリアルな音量で、'1.0'はより聞こえやすくしたボリュームレベルです。 '''風の音量:''' 風切り音の音量です。オープンカーはこの設定に関係なく風切り音が大きくなります。'0.0'がリアルな音量です。 '''エコー効果:''' エコー効果の音量をコントロールします。'0.0'がリアルな音量です。高い値を指定すると、パチパチとノイズが入ることがあります。 '''BGM:''' BGMの音量です。 '''インターフェイス:''' クリックボタンなどの、インターフェイスの音の音量です。 '''セットアップ画面のBGM:''' セットアップ画面でのBGM再生をONにするかOFFにするか指定します。 '''レース中のBGM:''' レース中のBGM再生をONにするかOFFにするか指定します。 '''リプレイ中のBGM:''' リプレイ中のBGM再生をONにするかOFFにするか指定します。 '''Song choice:''' 'スキップ'と'選択'ボタンを使用することでBGMを指定することができます。 '''ゲーム中の音楽:''' LFSはプレイリストの再生をサポートしています。ここでは現在どのプレイリストが選択されているのか確認、変更することができます。'スキップ'ボタンを使うと音楽を1曲飛ばすことができます。'選択'ボタンを使うと直接曲を指定できます。 '''プレイリストの編集:''' このボタンを押すと、プレイリストの編集画面に入り、プレイリストを作ったり編集することができます。Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equally often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。[http://www.vorbis.com www.vorbis.com]や[http://audacity.sourceforge.net/ Audacity]などのフリーウェアエンコーダーを使用するか、その他のエンコーダーソフトを使うことで、あなたの音楽を変換できます。LFSで変換した音楽ファイルを再生するには、LFS\data\ogg ディレクトリーへ保存してください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Haze effect:''' もや・かすみのエフェクト '''Draw sky:''' 空の描画タイプ。  '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == 【Display】 == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' ボタンやスモールマップ、テキストの色・透明度、画面表示全体の位置とサイズを変更できます。 <br><br><br><br> == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。<br> '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。[[車種#各車種のステアリングロック角度 |(各車種のステアリングロック角度)]] '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == 【Game】 == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- 多言語へのリンク --> [[en:Option]] [[de:Optionen]] 76e1d2b484e01152b7f9911064c14b761c025001 Rockingham 0 1501 2240 2148 2017-02-20T14:51:00Z Skylinekakkoii 57 英語リンク切れの修正 wikitext text/x-wiki [[Image:ROK VWS7.jpg|thumb|300px|Rockingham のピットレーン]] [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 == ISSC == {{Track |Longname=Rockingham ISSC |Shortname=RO1 |Trackmap=[[Image:RO1-Pits.png|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=説明は準備中です...}} == National == {{Track |Longname=Rockingham National |Shortname=RO2 |Trackmap=[[Image:RO2-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です....}} == Oval == {{Track |Longname=Rockingham Oval |Shortname=RO3 |Trackmap=[[Image:RO3-Pits.png|300px|none]] |kmLength=2.4 |miLength=1.5 |Description=説明は準備中です...}} == ISSC Long == {{Track |Longname=Rockingham ISSC Long |Shortname=RO4 |Trackmap=[[Image:RO4-Pits.png|300px|none]] |kmLength=3.3 |miLength=2.0 |Description=説明は準備中です....}} == Lake == {{Track |Longname=Rockingham Lake |Shortname=RO5 |Trackmap=[[Image:RO5.png|300px|none]] |kmLength=1.0 |miLength=0.7 |Description=説明は準備中です...}} == Handling == {{Track |Longname=Rockingham Handling |Shortname=RO6 |Trackmap=[[Image:RO6-Pits.png|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=説明は準備中です...}} == International == {{Track |Longname=Rockingham International |Shortname=RO7 |Trackmap=[[Image:RO7-Pits.png|300px|none]] |kmLength=3.9 |miLength=2.4 |Description=説明は準備中です...}} == Historic == {{Track |Longname=Rockingham Historic |Shortname=RO8 |Trackmap=[[Image:RO8-Pits.png|300px|none]] |kmLength=3.6 |miLength=2.2 |Description=説明は準備中です...}} == Historic Short == {{Track |Longname=Rockingham Historic Short |Shortname=RO9 |Trackmap=[[Image:RO9-Pits.png|300px|none]] |kmLength=2.2 |miLength=1.4 |Description=説明は準備中です...}} == International Long == {{Track |Longname=Rockingham International Long |Shortname=RO10 |Trackmap=[[Image:RO10-Pits.png|300px|none]] |kmLength=4.1 |miLength=2.5 |Description=説明は準備中です...}} == Sportscar == {{Track |Longname=Rockingham Sportscar |Shortname=RO11 |Trackmap=[[Image:RO11-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です...}} {{サーキット}} <!-- カテゴリ --> [[Category:S3サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Rockingham]] [[hu:Pályák:Rockingham]] [[it:Piste:Rockingham]] [[ru:Трассы:Rockingham]] 0b5c2cf82fabc5ee500d52835f0c4989c65761ed South City 0 1528 2241 2017-02-21T04:45:12Z Skylinekakkoii 57 ページの作成:「[[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:SCHiRes.jpg|thumb|コースの一部であるSouth City highway]] 街を模倣した環...」 wikitext text/x-wiki [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:SCHiRes.jpg|thumb|コースの一部であるSouth City highway]] 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。 6つの設定と逆走設定があります。これらは始めたばかりのドライバーはもちろん、熟練したドライバーにとっても素晴らしいコースとなっています。 == Classic == [[Image:SO T2 sunset hires.jpg|thumb|タイトなClassicの2コーナー]] {{Track |Longname=South City Classic |Shortname=SO1 |Trackmap=[[Image:SO1.jpg|none|300px]] |kmLength=2.0 |miLength=1.2 |Description=LFS S1で最も人気のあるコースのうちの一つです。South Cityのストリートの中で行う、短く高速なコース設定です。壁に囲まれた、バス停の形をした2つのシケインがコースの途中にあることがこのコースの特徴です。ここを出来るだけ速く立ち上がることは、バックストレートでの速度を稼ぐために重要で、難しい要素となっています。綺麗な長いコーナーを抜けると、スターティングストレートがあなたを待っています。}} == Sprint Track 1 == {{Track |Longname=South City Sprint Track 1 |Shortname=SO2 |Trackmap=[[Image:SO2.jpg|none|300px]] |kmLength=2.0 |miLength=1.2 |Description=短いコース長であるにもかかわらず、このコースは2つの長いストレートを持っています。オーバーテイクが簡単なので、レースに使うには素晴らしいコースといえます。スプリントコースなので、タイヤ交換やダメージ修理のためにピットに入ることができません。ですので、このコースでは気を付けて運転しましょう。}} == Sprint Track 2 == [[Image:SO3 pits cloudy hires.jpg|thumb|Sprint Track 2 のピットレーンとスタート/フィニッシュ ストレート]] {{Track |Longname=South City Sprint Track 2 |Shortname=SO3 |Trackmap=[[Image:SO3.jpg|none|300px]] |kmLength=1.3 |miLength=0.8 |Description=これはLFSの舗装コースの中で最も短いコースです。しかし、その長さにもかかわらず、トリッキーなコーナーがたくさんそろっています。従って、オーバーテイクを何回も行うことは難しいでしょう。このコースの特徴はスタート後の連続したコーナーと、最終コーナー手前のバンピーなブレーキングゾーンです。ここでバランスを保ち続けるのはとても難しいです。ピットエリアがありますが、これはスタート時にのみ使用可能で、ピットストップを行うことはできません。Sprint Track 1と同じく、このコースもスプリントコースです。}} == City Long == {{Track |Longname=South City City Long |Shortname=SO4 |Trackmap=[[Image:SO4.jpg|none|300px]] |kmLength=4.0 |miLength=2.5 |Description=名前が示す通り、これは最も長いSouth Cityのコース設定です。最初のセクションはClassic、2つ目のセクションはSprint Track 2、そして最後はSprint Track 1のコースを通ります。このコースで速いということは、全てのSouth Cityのコース設定で速いということを意味します。}} == Town Course == {{Track |Longname=South City Town Course |Shortname=SO5 |Trackmap=[[Image:SO5.jpg|none|300px]] |kmLength=3.1 |miLength=1.9 |Description=このコースはCity Longとよく似ています。違いは最後のセクションのみで、タイトのヘアピンの後はClassicと同じように長いストレートを通ります。Classicの'バス停'セクションが苦手だけど、他の部分を練習したいという方はこちらのコース設定を使うとよいでしょう。ただし、Sprint Track 2の曲がりくねったセクションがあることを忘れないで下さい。}} == Chicane Route == {{Track |Longname=South City Chicane Route |Shortname=SO6 |Trackmap=[[Image:SO6.jpg|none|300px]] |kmLength=2.9 |miLength=1.8 |Description=このコースはCity LongからSprint Track 2を引いたコースです。ノーマル設定では、他のSouth Cityのコース設定とは反対の方向に走るよう設定されています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:South_City]] [[es:Tracks:South_City]] [[de:Strecken:South_City]] [[it:Piste:South_City]] [[hu:Pályák:South City]] [[ru:Трассы:South City]] bce72e6e0faf80c2be1fc5b8ea047321f8cf53d2 ゲームパッド 0 1447 2244 1900 2017-02-21T07:09:29Z Skylinekakkoii 57 一部翻訳 wikitext text/x-wiki [[Image:Ps2_style.jpg|thumb|PlayStation 2 互換コントローラ]] ''By duke_toaster, using information from CSU1, Bob Smith, Dustin Dawes, liveforspeedT3K, Samor and other contributers'' '''注意:''' このガイドはPlayStationコントローラやそのデザイン(2つのアナログスティック、方向キーと対になる4つのボタン、4つのショルダーボタン)を基にしているコントローラのユーザーに向けて書かれています。ボタンの名前はPlaystationのものが使われたいます。コントローラによってボタンの番号や名前が違うことがありますのでご注意下さい。 == 何故アナログ軸が重要なのか == 何よりもまず初めに注意して頂きたいのが、Live for Speedはゲームパッドに向けて設計されているわけではないということです。 ほとんどのリアルなレーシングシミュレーターにも共通して言えることですが、LFSは特に、ステアリングユニットとペダルユニットを持ったコントローラに最適なように設計されています。 ペダルユニットは基本的にはボタンではなく、リニアなアナログ軸ですので、ハーフスロットルなどの微調整ができます。 ボタンでは、ONとOFFしかできないので、微調整をするには連打するなどのテクニックが必要となります。これは特に、Formula V8のようなハイパワーな車で、ラインを外さないようにコントロールしたりすることを難しくします。ブレーキング時には、ペダルユニットを使った場合と比べて、より多くフラットスポットをタイヤに作ってしまうことでしょう。 LFSにはスロットル/ブレーキのスムース機能はありません。また、スロットル/ブレーキ ヘルプ機能はほとんど役に立ちません。 とっても古いPlayStation 1のコントローラを改造して使っている場合を除けば、幸運なことに、あなたはアナログスティックを使うことができるでしょう。 == ゲームパッドの設定方法 == === キャリブレーション === 始めに、右スティックの軸をキャリブレートしましょう。 If it isn't off, turn '''calibration lock''' off. Then click on the C next to that axis. Whilst holding it down, move it to its full extents, put it in its central position (let go) and stop holding down that C. Do this for all of the axes. Importantly, '''turn calibration lock back on'''! The last thing that you want is to have steering stuck to one side and a stuck throttle at T1 in a public server ... === 軸の割り当て === After calibrating your axes, assign them. Move the axis on the pad up and down to ensure that that is the right axis. Set the left analog stick left and right (usually X, this may vary) to steering. Then select "combined" for Throttle/brake axes. This way, the throttle and brake will be on one axis. In the middle of the axis, no pedals will be depressed. At one end is full throttle, the other end is full braking. You might want to invert this axis, so that pulling back on the stick will accelerate and pushing forward will deploy the brakes. This can feel easier when coming out of corners. === ボタンの割り当て === This bit isn't rocket science. Click on a command, and click on the button to assign to it. For my money, the things you must have assigned are * Gear up * * Gear down * * Clutch * * Look left * Look right * Handbrake * Pit lane speed limiter <nowiki>* シフトアップとシフトダウンの割り当てはオートマチックの場合でも必須となっています。オートマチックは基本的にはレースには向きません。The clutch is needed needed to be able to clutch-dump start. Also, should one want to clutch-kick (a drifting technique), that is possible. However, auto-clutch is perfectly sensible, as most people use sequential gears anyhow - real sequential gearboxes do not need a manually operated clutch for gear changes.</nowiki> ===Wheel turn compensation, sequential gears and others=== Wheel turn should be set to between 90 and 180 degrees, you experiment and use what you feel comfortable with. Wheel turn compensation should be set as high as possible. Set force strength very low or even off, should you like that. Throttle/brake centre reduction should be set moderately high, in the region of around 0.45. == Windows XPでXbox 360ゲームパッドを使っている場合 == * I would recommend going and installing the XBCD Drivers ([http://xbcd360guide.50webs.com/guide.html XBCD 360 Installation Guide] [http://xbcd360guide.50webs.com/download.html XBCD 360 Download and configuration files]) * I recommend using this [http://xbcd360guide.50webs.com/configs/xboxtriggersseperate.xgi config] (Right Click and Save As). == Windows VistaでXbox 360ゲームパッドを使っている場合 == *Using a Xbox 360 Gamepad in Windows Vista becomes more of a nuisance because Microsoft has a more difficult way of installing the drivers. If you use a 64 bit version of Vista, it's nearly impossible unless when you restart you're willing to select on the boot menu (F8 during boot cycle) the disabling of driver checking, but that's very annoying, and there's no way to disable said feature. *If you use a 32 bit Vista, installing the XBCD 360 Drivers will be a bit different due to Vista using the pre-Installed 360 Drivers, but not much. The first thing you should do is download the drivers first from [http://xbcd360guide.50webs.com/download.html here]. The major change is during installation, Check Installing the debug driver and complete installation, and then go into Device Manager and select the 360 controller under "Microsoft Common Controller for Windows Class", Go to update driver, and find the folder (should be C:\Program Files\XBCD 360\Source Code\Driver) and select the appropriate XBCD Driver and when Vista prompts that this driver is unsigned, have it install anyways. == その他 == *Some drivers like to use a little less steering lock on the cars, this is adjustible in the car setup. *If you have an Xbox-style controller, and you have each trigger as a separate axis, you may want to have these as separate axes for throttle and brake so you can trail brake better. *If you use a Logitech Wingman Rumblepad or similar Logitech device, on Logitech profiler you may wish to set your dead zone in the 3%-4% region. [[en:Game pads]] 8043e143c0758eedeebbe9dc784c707fe218a629 2245 2244 2017-02-21T07:09:48Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ゲームPAD]]」を「[[ゲームパッド]]」に移動しました: 統一性確保のため wikitext text/x-wiki [[Image:Ps2_style.jpg|thumb|PlayStation 2 互換コントローラ]] ''By duke_toaster, using information from CSU1, Bob Smith, Dustin Dawes, liveforspeedT3K, Samor and other contributers'' '''注意:''' このガイドはPlayStationコントローラやそのデザイン(2つのアナログスティック、方向キーと対になる4つのボタン、4つのショルダーボタン)を基にしているコントローラのユーザーに向けて書かれています。ボタンの名前はPlaystationのものが使われたいます。コントローラによってボタンの番号や名前が違うことがありますのでご注意下さい。 == 何故アナログ軸が重要なのか == 何よりもまず初めに注意して頂きたいのが、Live for Speedはゲームパッドに向けて設計されているわけではないということです。 ほとんどのリアルなレーシングシミュレーターにも共通して言えることですが、LFSは特に、ステアリングユニットとペダルユニットを持ったコントローラに最適なように設計されています。 ペダルユニットは基本的にはボタンではなく、リニアなアナログ軸ですので、ハーフスロットルなどの微調整ができます。 ボタンでは、ONとOFFしかできないので、微調整をするには連打するなどのテクニックが必要となります。これは特に、Formula V8のようなハイパワーな車で、ラインを外さないようにコントロールしたりすることを難しくします。ブレーキング時には、ペダルユニットを使った場合と比べて、より多くフラットスポットをタイヤに作ってしまうことでしょう。 LFSにはスロットル/ブレーキのスムース機能はありません。また、スロットル/ブレーキ ヘルプ機能はほとんど役に立ちません。 とっても古いPlayStation 1のコントローラを改造して使っている場合を除けば、幸運なことに、あなたはアナログスティックを使うことができるでしょう。 == ゲームパッドの設定方法 == === キャリブレーション === 始めに、右スティックの軸をキャリブレートしましょう。 If it isn't off, turn '''calibration lock''' off. Then click on the C next to that axis. Whilst holding it down, move it to its full extents, put it in its central position (let go) and stop holding down that C. Do this for all of the axes. Importantly, '''turn calibration lock back on'''! The last thing that you want is to have steering stuck to one side and a stuck throttle at T1 in a public server ... === 軸の割り当て === After calibrating your axes, assign them. Move the axis on the pad up and down to ensure that that is the right axis. Set the left analog stick left and right (usually X, this may vary) to steering. Then select "combined" for Throttle/brake axes. This way, the throttle and brake will be on one axis. In the middle of the axis, no pedals will be depressed. At one end is full throttle, the other end is full braking. You might want to invert this axis, so that pulling back on the stick will accelerate and pushing forward will deploy the brakes. This can feel easier when coming out of corners. === ボタンの割り当て === This bit isn't rocket science. Click on a command, and click on the button to assign to it. For my money, the things you must have assigned are * Gear up * * Gear down * * Clutch * * Look left * Look right * Handbrake * Pit lane speed limiter <nowiki>* シフトアップとシフトダウンの割り当てはオートマチックの場合でも必須となっています。オートマチックは基本的にはレースには向きません。The clutch is needed needed to be able to clutch-dump start. Also, should one want to clutch-kick (a drifting technique), that is possible. However, auto-clutch is perfectly sensible, as most people use sequential gears anyhow - real sequential gearboxes do not need a manually operated clutch for gear changes.</nowiki> ===Wheel turn compensation, sequential gears and others=== Wheel turn should be set to between 90 and 180 degrees, you experiment and use what you feel comfortable with. Wheel turn compensation should be set as high as possible. Set force strength very low or even off, should you like that. Throttle/brake centre reduction should be set moderately high, in the region of around 0.45. == Windows XPでXbox 360ゲームパッドを使っている場合 == * I would recommend going and installing the XBCD Drivers ([http://xbcd360guide.50webs.com/guide.html XBCD 360 Installation Guide] [http://xbcd360guide.50webs.com/download.html XBCD 360 Download and configuration files]) * I recommend using this [http://xbcd360guide.50webs.com/configs/xboxtriggersseperate.xgi config] (Right Click and Save As). == Windows VistaでXbox 360ゲームパッドを使っている場合 == *Using a Xbox 360 Gamepad in Windows Vista becomes more of a nuisance because Microsoft has a more difficult way of installing the drivers. If you use a 64 bit version of Vista, it's nearly impossible unless when you restart you're willing to select on the boot menu (F8 during boot cycle) the disabling of driver checking, but that's very annoying, and there's no way to disable said feature. *If you use a 32 bit Vista, installing the XBCD 360 Drivers will be a bit different due to Vista using the pre-Installed 360 Drivers, but not much. The first thing you should do is download the drivers first from [http://xbcd360guide.50webs.com/download.html here]. The major change is during installation, Check Installing the debug driver and complete installation, and then go into Device Manager and select the 360 controller under "Microsoft Common Controller for Windows Class", Go to update driver, and find the folder (should be C:\Program Files\XBCD 360\Source Code\Driver) and select the appropriate XBCD Driver and when Vista prompts that this driver is unsigned, have it install anyways. == その他 == *Some drivers like to use a little less steering lock on the cars, this is adjustible in the car setup. *If you have an Xbox-style controller, and you have each trigger as a separate axis, you may want to have these as separate axes for throttle and brake so you can trail brake better. *If you use a Logitech Wingman Rumblepad or similar Logitech device, on Logitech profiler you may wish to set your dead zone in the 3%-4% region. [[en:Game pads]] 8043e143c0758eedeebbe9dc784c707fe218a629 ゲームPAD 0 1529 2246 2017-02-21T07:09:48Z Skylinekakkoii 57 Skylinekakkoii がページ「[[ゲームPAD]]」を「[[ゲームパッド]]」に移動しました: 統一性確保のため wikitext text/x-wiki #転送 [[ゲームパッド]] 387a1153c48af08dd3497a0929dbfecd3de0e3ec メインページ 0 1 2247 2195 2017-02-21T07:10:13Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #プログラミングとテクニカルガイド #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 多言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] eb5ad457f9de6867dd99341ba4b17106a9891ace 初期化 0 1453 2248 2172 2017-02-21T07:12:03Z Skylinekakkoii 57 /* ステップ */ wikitext text/x-wiki [[image:Moby6.jpg|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== 速く走ることは、物理の限界を目指すことです。 限界に近づく程、徐々にコントロールを失います。 世界で一番速いプレイヤーとは、コントロールを失わなずに車の限界を引き出すプレイヤーであるということです。 たいていの場合、直線で速くすると、コーナーで遅くなります。 これまでのステップで、しっかりとしたバランスのセットアップが出来たら、今度はより速く車を走らせるために、コントロールを失わないギリギリのセットアップを作りましょう。 これは以下のステップを踏むことで可能です。 # '''ダウンフォースを減らす:''' フロントを2ノッチ下げるのに対し、リアは1ノッチ下げましょう。まだ余裕があるようであれば、さらに下げましょう。 # '''タイヤの空気圧を上げる:''' 上げ過ぎるとトラクションを失います。 # '''ギア比を最適化する''' # '''トーを減らす: ''' トー角が0に近ければ近いほど、直線での抵抗は少なくなります。コントロールできるのであれば、0に近い方がより良いです。 あなたが、コントロールを失わない限界まで、このサイクルを繰り返しましょう。 これでもまだワールドレコードに届かないようであれば、下に進んでください。 ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] LFSでは、タイヤにはサイクルがあります。 低い温度から始まり、摩擦によって徐々に温度が上昇していきます。そして、ピーク温度付近では、摩耗が激しくなります。 ピーク温度を過ぎると、タイヤは徐々に放熱されていきます。 LFSでは放熱効果は実際のタイヤよりも大きめに設定されています。いくつかのコースではタイヤの温度を適正に保つ必要があります。 温まり過ぎるとタイヤは最終的にパンクしてしまいます。 適度なキャンバーを設定し、スライド量を出来る限り小さくすると、タイヤを長持ちさせます。また、ピーク温度を下げます。 もう少し細かい話をすると、柔らかいスプリングはタイヤの寿命を長くしますが、これはLFSではあまり効果がありません。 トーをつけると、転がり抵抗となります。 空気圧を高く設定すると、ピーク温度が下がります。また、より正確なハンドリングをもたらします。 さらに、変形しづらくなり、タイヤウォールが曲がりづらくなることで、空気圧の低いタイヤよりも使用するエネルギーが少なくなります。 まとめると、タイヤの空気圧を上げると、転がりやすくなる代わりにトラクションやグリップが失われるということです。 速く走るためには、コントロールしやすい適度な空気圧を保つことが重要です。 ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- 他言語へのリンク --> [[cs:Základní nastavení vozu]] [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] fc0ece7806f073041fd1398f7d86aac46ca8f583 クレジット 0 1425 2249 1644 2017-02-21T08:10:33Z Skylinekakkoii 57 最新版 & 翻訳 wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|Live for Speed CDボックス]] '''Bob Smith''': [[応用セットアップガイド]]のとても専門的な車の説明<br /> '''Christophe Pratlong (Grudd)''': 3Dレンダリングチュートリアル<br /> '''DasBoeseC''': ドイツ語マニュアルの翻訳<br /> '''Velociround''': ポルトガル語マニュアルの翻訳<br /> '''Fetzo''': コースの説明<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': プロジェクトマネジメント、リンク、クレジット、スクリーンショット<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': ギャラリー<br /> '''Gunn''': DDSファイルの編集<br /> '''Holger "cr4zy!C3" Reitner''': mates@track II、DediGUI 2等<br /> '''Jussi Mäkelä''': Analyze for Speed<br /> '''Raine Kreutzman''': FAQ<br /> '''Mantis9''': FAQ<br /> '''Martin Gollub''': LFS Spectator <br /> '''Robert Bjorkman (Moby)''': 車のセットアップ <br /> '''RodeoSheep''': FAQ<br /> '''SaM''': 動画のチュートリアル<br /> '''[[User:Scawen|Scawen Roberts]]''': オートクロスエディタ、InSim、ファイルフォーマット<br /> '''ShannonN''': 非公式LFS S1マニュアル<br /> '''Shrek''': ホスティングガイド<br /> '''René Smit''': F1PerfView<br /> '''TuffCheez''': CRCルール<br /> '''[[User:tristancliffe|Tristan Cliffe]]''': Wikiのカーレンダリング<br> '''Vari''': 操作方法<br /> '''[[User:Victor|Victor van Vlaardingen]]''': LFS stats on your own website<br /> このWikiはRick HaslamとNick Stockesによる[https://en.wikipedia.org/wiki/Grand_Prix_2 Grand Prix 2]のマニュアルと、Steve SmithによるFour-Wheel Drift ([https://ja.wikipedia.org/wiki/Grand_Prix_Legends Grand Prix Legends])の影響を受けています。とてもためになるので、是非eBayで買ってみて下さい! == ゲームクレジット == [[image:Dev team.jpg|thumb|Live for Speedの開発者たち]] [[image:Credits.jpg|thumb|ゲームのクレジット]] [[image:Lfslogoold.gif|thumb|Nicolas GrignonによるLFSのオリジナルロゴ]] === Development Team === '''[[User:Scawen|Scawen Roberts]]''': プログラマー<br /> '''Eric Bailey''': アーティスト <br /> '''[[User:Victor|Victor van Vlaardingen]]''': ミュージシャン、Webサイト管理人 === 早期協力者 === '''Dickon Roberts, Alex Evans, Mark Healey''' === 謝辞 === '''Nuno Maia''': インターフェイスデザイン / アートワーク / 空のデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': トレーニングレッスン<br /> '''David Seward''': http://www.lfs.net アートデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': http://www.lfsworld.net アートデザイン<br /> '''[[User:Don|Ondřej Zeman]]''': 空のデザイン & スキン<br /> '''Nicolas Grignon''': オリジナルロゴ<br /> '''David Williams''': 車のサウンドファイル<br /> '''Simo Luukka''': スキン<br /> '''George Crocket''': スキン<br /> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 - http://www.fsae.mcgill.ca<br /> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RaceAbout - http://www.raceabout.fi<br /> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber<br /> '''[http://www.bmw-motorsport.com/ BMW Motorsport]''' Formula BMW FB02 === ベータテスター === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, David Williams, Ondřej Zeman, George Crocket, David Seward, Phillip Kempermann, Rudi Reinkart, Bahaa Helwani, Sima Luukka, Lino Carreira, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann, Sebastien Tixier, Joachim, Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman''' === 翻訳 === '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Lennart Vocke, Nuno Maia, André Ferreira, [http://en.lfsmanual.net/wiki/User:vagner Vagner Nishimoto], Joaquim Hilari Horts, Beñat Gonzalez, Leandro Da Silva, Tomas Gustafsson, Mikael Dalin, Thomas Edoff, Sune Nielsen, Rastislav Šišolák, Rastislav Polugyay, Bojan Mihelič, [[User:Tungsten|Thierry Archambault]], Ιδομενέας Μητσοτάκης, [[User:avellis|Αλέξανδρος Βέλλης]],Дмитрий Xaмiчзнка, Дмитрий Лебедев, Антон Стратиев, Иван Николов, Лоран Мутафов, [http://en.lfsmanual.net/wiki/User:illegal Niels De Loor], René van der Kooij, Can Bayçay, Kemal Hodimii, Emre Zorer, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Xosé Antón Fernández de Soto, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Jani Rivinoja, Renato Carta, Ugo, Palazza, Robert Kotlaba, Honza Kramar, [http://en.lfsmanual.net/wiki/User:Flame CZE Martin Kapal], Matiss M., Torfinn Dahl, Viõar Gunnarsson, Arne Coucheron, Arsen Torbarina, Krešimir Šmerda, Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Žejlko Stjepanović, Rafał Zlarnik, Grzegorz Kościański, [http://en.lfsmanual.net/wiki/User:Zonda Mikołaj Liberski], MaRiuS, Egidijus Griešnovas, Kouji Takahashi, Tetsuji Yamakawa, Kazuaki Maiya, Rya Takahashi, Naoya Ogura, Jay Wong, Mac KinMing, Дмитро-микола Хоменко, Володимир Грицовник, Lee Je Ha, Lee Seung Joon, Kim Ewan, Jeon In Ho, Huh Toe Woong''' === 音楽プレイヤー === Ogg Vorbis © 2001 Xiphophorus <!-- 多言語へのリンク --> [[cs:Kredity]] [[de:Impressum]] [[hu:Készítők]] [[nl:Credits]] [[pl:Autorzy]] eed5ba49395e28d0bcccc30061d34a1912551e5c Fern Bay 0 1530 2251 2017-02-21T11:30:19Z Skylinekakkoii 57 ページの作成:「[[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:FE1HiRes.jpg|thumb|The entrance of the famous Fern Bay Green chicane]] Image:FE2HiRes.jpg...」 wikitext text/x-wiki [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:FE1HiRes.jpg|thumb|The entrance of the famous Fern Bay Green chicane]] [[Image:FE2HiRes.jpg|thumb|The first corner of Fern Bay Club/Gold/Black]] Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 == Club == {{Track |Longname=Fern Bay Club |Shortname=FE1 |Trackmap=[[Image:FE1.jpg|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=小さい車に適した短いコースです。ひっくり返ってしまうことのないよう、3コーナーの高い縁石には気を付けて下さい!}} == Green == {{Track |Longname=Fern Bay Green |Shortname=FE2 |Trackmap=[[Image:FE2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=このコースは高速な第一シケインで有名です。たくさんのオーバーテイクスポットがあります。}} == Gold == {{Track |Longname=Fern Bay Gold |Shortname=FE3 |Trackmap=[[Image:FE3.jpg|300px|none]] |kmLength=3.5 |miLength=2.2 |Description=The railroad bridge with the previous very fast double right is the thing you will remember first of this track. You will find wonderful combinations here and some hills. As this track has only 3 straights, you will have to time your attacks wisely.}} == Black == {{Track |Longname=Fern Bay Black |Shortname=FE4 |Trackmap=[[Image:FE4.jpg|300px|none]] |kmLength=6.6 |miLength=4.1 |Description=S1で最も長いコースです。このコースはGoldとGreenを合体させたものです。とても狭いコーナーがたくさんあるので、LFSでもっとも難しいコースでしょう。}} == Rallycross == {{Track |Longname=Fern Bay Rallycross |Shortname=FE5 |Trackmap=[[Image:FE5.jpg|300px|none]] |kmLength=2.0 |miLength=1.3 |Description=このコースは、70%のロードコースと30%の砂と泥の道で構成されているラリークロスコースです。コースのほとんどはとても細く、曲がりくねっています。The starting straight on the other hand is very wide and long. This is the only real overtaking spot on this circuit. The straight, the tight hairpin and the big jump (you have way more speed here than in the "Rallycross Green" configuration) in the back are the main characteristics of this track.}} == Rallycross Green == {{Track |Longname=Fern Bay Rallycross Green |Shortname=FE6 |Trackmap=[[Image:FE6.jpg|300px|none]] |kmLength=0.7 |miLength=0.5 |Description=A very short rallycross track. 60% Tarmac, 40% mud/sand. Overtaking is very difficult on this track, because there is only one short straight and there are a lot of bends. A good start is very important here. The only possibilities to overtake are in front of turn 1 and in the long right turn at the end of the mud/sand-part. There is a pit area, but it's only for leaving the pits as you can't repair damage or refuel.}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Fern_Bay]] [[hu:Pályák:Fern Bay]] [[it:Piste:Fern_Bay]] [[ru:Трассы:Fern_Bay]] e2de53b141fe5f65efd4c25cfbd81bb15ab3973a LFS World 0 1466 2252 2064 2017-02-22T17:37:56Z Skylinekakkoii 57 価格改定と英版に併せて画像変更 wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_transparent.png|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース、コース設定、車のワールドレコードを見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' このタブでは2人のプレイヤーのホットラップを比較できます。ここからはホットラップを直接選択することはできません。'Ranks'か'Racer details'タブからホットラップを選択してください。 == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] このアイコンは、[https://www.lfs.net/account/skins 公式HPのスキンページ]へのリンクです。このページではスキンをアップロードしたり、アップロードしたスキンを見たり、削除したりすることができます。 スキンをアップロードすることで、同じホストにいるプレイヤーはそのスキンを自動的にダウンロードします。手動でスキンを配る必要はありません。 == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] 月別(または今まで)のトップ50プレイヤーのリストを提供します。 リストは、距離やラップ数、勝利レース数と完了したレース数の4つが表示されます。 また、ここでは今までの全てのプレイヤーのコース/車の使用統計を見ることができます。 == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] ここでは、LFSプレイヤーや、登録されたLFSチームを検索することができます。 また、'Your Profile'タブより、あなたのパーソナル設定の一部(誕生日やアバターなど)を変更することができます。 '''Buddies''' もここから管理できます。Buddyリストにプレイヤーを追加するには、プレイヤー名を検索ボックスに入力し、"Add racer"ボタンをクリックします。Buddyからプレイヤーを削除するには、プレイヤー名をクリックし、表示されるメニューの中の'Remove from the buddy list'をクリックしてください。 == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] ここでは、タイムゾーンの指定や、単位の表示方法、プライバシーの設定などのLFS Worldにおけるパーソナルオプションを変更できます。 == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFS Worldにはプレミアム統計サービスやSMSメッセージなどの有料サービスがあります。 このページではLFS Worldアカウントにクレジットをチャージしたり、チャージしたクレジット残高の確認をすることができます。 == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert'''はBuddyリストの誰かがLFSにオンラインになったかをチェックするバックグラウンドプロセスです。 他のプレイヤーをBuddyリストに追加するには、プレイヤーの名前をクリックし、表示されるメニューをクリックしてください。 もしくは、'LFS Racers database' の 'Your profile'よりユーザーネームを入力し、追加して下さい。 また、Live Alertは新しいメッセージがあるかどうかをチェックします。 == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] ここでは、他のLFSプレイヤーとメッセージの送受信ができます。 充分なクレジット残高がある場合、他のLFSプレイヤーにSMSメッセージを送ることができます。(そのプレイヤーがSMS Alertページで番号登録している場合のみ) 任意の電話番号にメッセージを送ることも可能です。 == その他の LFS World サービス == === オンラインステータスアイコン === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] あなたのWebページやフォーラムにオンラインステータス(64x16ピクセルのアイコン)を表示する場合には、以下のようなURLが使えます: http://www.lfsworld.net/isonline.username (usernameをあなたのユーザーネームに置き換えてください) ライセンス登録したLFSユーザーのみがこの機能を使用することができます。 === Pubstat === Pubstatシステムを使用すると、生のレース統計データを取得することができます。自分や他のプレイヤーのデータを解析したり、あなたのWebページに表示させることができます。 これは非常に手の込んだ複雑システムですので、詳細やマニュアルは[http://www.lfsforum.net/showthread.php?t=14480 フォーラム(英語)]で確認してください。 == Live for Speed SMS テキストメッセージシステム == === システム === * イベントが発生したときなどに、あなたのケータイへSMSメッセージ(アラート)を送ることができます。 * 電話番号を入力することなく、他のLFSプレイヤーにメッセージを送ることができます。(LFSのユーザーネームがあれば送信可能です。) === アラート === http://www.lfsworld.net の Live Alert -> SMS Alert にて、以下のようなアラートを設定することができます: # 特定のLFSプレイヤーがオンラインになったとき # 特定のホットラップワールドレコードが破られたとき # 新しいパッチがリリースされたとき === メッセージ === 他の人にメッセージを送ることができます。 ケータイで送るよりも速くて簡単で便利なシステムです。 http://www.lfsworld.net の Live Alert -> Send SMS にて送信できます。 * 電話番号を設定しているLFSプレイヤーに送信可能です。 * あなたの電話番号はオプションで返信番号として設定したときのみ送信されます。 * 電話番号を設定しているのであれば、Demoバージョンのプレイヤーにもメッセージを送ることができます。 * 電話番号を入力すれば、LFSプレイヤーでなくともメッセージを送信することができます。 * 全てのメッセージは国内外に関わらず、£0.05 の固定料金です。 === プライバシー === 法的権限のもとに要求されることのない限り、あなたの電話番号やその他個人情報を、他人に公開することはありません。 もちろん、メッセージ送信の際に、'send my phone number as reply number'を選択している際は例外です。 === 料金 === 全てのアラートやメッセージは £0.05 の料金が掛かります。 全てのプレイヤーは2回のフリーメッセージを送ることができるので、支払うかどうか決める前に試してみることができます。 3回以上のメッセージを送りたい場合には、http://www.lfsworld.net/ の My LFSW Credit より、最小 £3 からチャージしておくことができます。 他の使い方 - S1/S2/S3 ホストでオンラインのときにLFSから送信する方法: あなたがオンラインで、フレンドに参加するようリクエストする際に、LFSからSMSを送ることができます。<br /> このメッセージにはあなたのユーザーネームとあなたがオンラインのホストの名前を含みます。 これを行うには、以下のような2つのコマンドを入力する必要があります。 /w msg USERNAME (他のLFSプレイヤーへのSMSの送信を開始する) /w txt メッセージ (メッセージテキストを追加する) === 試用と登録 === フリーSMSメッセージを使って、このシステムを試してみることをお勧めします。 あなたに使用目的がなくても、他のS1/S2/S3プレイヤーがあなたがオフラインの際にもメッセージを送ることが出来るよう、是非あなたの電話番号を入力しておいて下さい! '''メモ: 日本の番号を追加する際は国番号 +81 を使用します。''' === 改善案 === 私たちは、「こんなアラートを受信したい!」などの要望や、その他SMSシステムについて便利なアイデアを募集しています! http://www.lfsforum.net/showthread.php?t=8095 (英語) <!-- 多言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 5a04a312f65b4cc2a6aaf7206d551b1fd5fc1250 Fern Bay 0 1530 2253 2251 2017-02-22T18:20:28Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:FE1HiRes.jpg|thumb|有名なFern Bay Greenシケインの入口]] [[Image:FE2HiRes.jpg|thumb|Fern Bay Club/Gold/Blackの第一コーナー]] Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 == Club == {{Track |Longname=Fern Bay Club |Shortname=FE1 |Trackmap=[[Image:FE1.jpg|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=小さい車に適した短いコースです。ひっくり返ってしまうことのないよう、3コーナーの高い縁石には気を付けて下さい!}} == Green == {{Track |Longname=Fern Bay Green |Shortname=FE2 |Trackmap=[[Image:FE2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=このコースは高速な第一シケインで有名です。たくさんのオーバーテイクスポットがあります。}} == Gold == {{Track |Longname=Fern Bay Gold |Shortname=FE3 |Trackmap=[[Image:FE3.jpg|300px|none]] |kmLength=3.5 |miLength=2.2 |Description=連続した2つの高速右コーナーの後の鉄道橋がこのコースを運転してまず初めに覚えるポイントでしょう。様々なレイアウトの素晴らしい組み合わせや、いくつかの丘を見つけることができるでしょう。このコースには3つのストレートしかないので、タイムアタックする際には時間を賢く使う必要があります。}} == Black == {{Track |Longname=Fern Bay Black |Shortname=FE4 |Trackmap=[[Image:FE4.jpg|300px|none]] |kmLength=6.6 |miLength=4.1 |Description=S1で最も長いコースです。このコースはGoldとGreenを合体させたものです。とても狭いコーナーがたくさんあるので、LFSでもっとも難しいコースでしょう。}} == Rallycross == {{Track |Longname=Fern Bay Rallycross |Shortname=FE5 |Trackmap=[[Image:FE5.jpg|300px|none]] |kmLength=2.0 |miLength=1.3 |Description=このコースは、70%のロードコースと30%の砂と泥の道で構成されているラリークロスコースです。コースのほとんどはとても細く、曲がりくねっています。一方で、ホームストレートは非常に広く長くなっています。このコースでのオーバーテイクスポットはここだけです。このストレートと、タイトヘアピン、そして、コース中盤にある大きなジャンピングポイントがこのコースの主な特徴です。}} == Rallycross Green == {{Track |Longname=Fern Bay Rallycross Green |Shortname=FE6 |Trackmap=[[Image:FE6.jpg|300px|none]] |kmLength=0.7 |miLength=0.5 |Description=とても短いラリークロスコースです。60%が舗装路で、40%が砂と泥のコースです。このコースでは1つしかない短いストレートと、テクニカルなコーナーしかないので、オーバーテイクは非常に難しいでしょう。ここではスタートがとても重要となります。オーバーテイクができるポイントは、1コーナーの直前と、砂と泥のコースが終わる部分にある長い右コーナーだけです。ピットエリアがありますが、コースインの際にのみ使われるものであり、ダメージ修理や燃料補給はできません。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Fern_Bay]] [[hu:Pályák:Fern Bay]] [[it:Piste:Fern_Bay]] [[ru:Трассы:Fern_Bay]] f6ae00a20623b6616c5b1eb978b545a4a57d012f 2284 2253 2017-02-23T15:52:35Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:FE1HiRes.jpg|thumb|有名なFern Bay Greenシケインの入口]] [[Image:FE2HiRes.jpg|thumb|Fern Bay Club/Gold/Blackの第一コーナー]] Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 == Club == {{Track |Longname=Fern Bay Club |Shortname=FE1 |Trackmap=[[Image:FE1.jpg|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=小さい車に適した短いコースです。ひっくり返ってしまうことのないよう、3コーナーの高い縁石には気を付けて下さい!}} == Green == {{Track |Longname=Fern Bay Green |Shortname=FE2 |Trackmap=[[Image:FE2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=このコースは高速な第一シケインで有名です。たくさんのオーバーテイクスポットがあります。}} == Gold == {{Track |Longname=Fern Bay Gold |Shortname=FE3 |Trackmap=[[Image:FE3.jpg|300px|none]] |kmLength=3.5 |miLength=2.2 |Description=連続した2つの高速右コーナーの後の鉄道橋がこのコースを運転してまず初めに覚えるポイントでしょう。様々なレイアウトの素晴らしい組み合わせや、いくつかの丘を見つけることができるでしょう。このコースには3つのストレートしかないので、タイムアタックする際には時間を賢く使う必要があります。}} == Black == {{Track |Longname=Fern Bay Black |Shortname=FE4 |Trackmap=[[Image:FE4.jpg|300px|none]] |kmLength=6.6 |miLength=4.1 |Description=S1で最も長いコースです。このコースはGoldとGreenを合体させたものです。とても狭いコーナーがたくさんあるので、LFSでもっとも難しいコースでしょう。}} == Rallycross == {{Track |Longname=Fern Bay Rallycross |Shortname=FE5 |Trackmap=[[Image:FE5.jpg|300px|none]] |kmLength=2.0 |miLength=1.3 |Description=このコースは、70%のロードコースと30%の砂と泥の道で構成されているラリークロスコースです。コースのほとんどはとても細く、曲がりくねっています。一方で、ホームストレートは非常に広く長くなっています。このコースでのオーバーテイクスポットはここだけです。このストレートと、タイトヘアピン、そして、コース中盤にある大きなジャンピングポイントがこのコースの主な特徴です。}} == Rallycross Green == {{Track |Longname=Fern Bay Rallycross Green |Shortname=FE6 |Trackmap=[[Image:FE6.jpg|300px|none]] |kmLength=0.7 |miLength=0.5 |Description=とても短いラリークロスコースです。60%が舗装路で、40%が砂と泥のコースです。このコースでは1つしかない短いストレートと、テクニカルなコーナーしかないので、オーバーテイクは非常に難しいでしょう。ここではスタートがとても重要となります。オーバーテイクができるポイントは、1コーナーの直前と、砂と泥のコースが終わる部分にある長い右コーナーだけです。ピットエリアがありますが、コースインの際にのみ使われるものであり、ダメージ修理や燃料補給はできません。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Fern_Bay]] [[hu:Pályák:Fern Bay]] [[it:Piste:Fern_Bay]] [[ru:Трассы:Fern_Bay]] 05e171dc80600a4aa33e42383d366b4f5b7776b3 サーキット 0 1415 2254 2250 2017-02-22T18:21:41Z Skylinekakkoii 57 マイル表記の修正 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br />Blackwood]]||[[サーキット:Blackwood#GP Track|GP Track]]||BL1||3.297 km (2.048 mi)||40 |- |[[サーキット:Blackwood#Historic|Historic]]||BL2||3.294 km (2.047 mi)||40 |- |[[サーキット:Blackwood#Rallycross|Rallycross]]||BL3||1.838 km (1.142 mi)||40 |- |[[サーキット:Blackwood#Car_Park|Car Park]]||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||[[サーキット:South City#Classic|Classic]]||SO1||2.033 km (1.263 mi)||30 |- |[[サーキット:South City#Sprint_Track_1|Sprint Track 1]]||SO2||2.048 km (1.273 mi)||16 |- |[[サーキット:South City#Sprint_Track_2|Sprint Track 2]]||SO3||1.334 km (0.829 mi)||16 |- |[[サーキット:South City#City_Long|City Long]]||SO4||4.029 km (2.504 mi)||32 |- |[[サーキット:South City#Town_Course|Town Course]]||SO5||3.146 km (1.955 mi)||32 |- |[[サーキット:South City#Chicane_Route|Chicane Route]]||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||Club||FE1||1.584 km (0.984 mi)||32 |- |Green Track||FE2||3.086 km (1.918 mi)||32 |- |Gold Track||FE3||3.514 km (2.183 mi)||32 |- |Black Track||FE4||6.559 km (4.076 mi)||32 |- |Rallycross||FE5||2.018 km (1.254 mi)||32 |- |Rallycross Green||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||[[サーキット:Autocross#Autocross|Autocross]]||AU1||N/A||16 |- |[[サーキット:Autocross#Skid_Pad|Skid Pad]]||AU2||N/A||16 |- |[[サーキット:Autocross#Drag_Strip|Drag Strip]]||AU3||0.402 km (0.250 mi)||2 |- |[[サーキット:Autocross#8_Lane_Drag|Eight Lane Drag]]||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の、長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。6つの設定と逆走設定があります。 *'''Fern Bay''' - Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||Oval||KY1||2.980 km (1.852 mi)||32 |- |National||KY2||5.138 km (3.193 mi)||32 |- |GP Long||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||National||WE1||4.396 km (2.732 mi)||40 |- |International||WE2||5.750 km (3.573 mi)||40 |- |Car Park||WE3||N/A||40 |- |Karting||WE4||0.483 km (0.300 mi)||40 |- |Karting National||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||Cadet||AS1||1.870 km (1.162 mi)||32 |- |Club||AS2||3.077 km (1.912 mi)||32 |- |National||AS3||5.602 km (3.481 mi)||32 |- |Historic||AS4||8.089 km (5.026 mi)||32 |- |Grand Prix||AS5||8.802 km (5.469 mi)||32 |- |Grand Touring||AS6||8.002 km (4.972 mi)||32 |- |North||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。 *'''Westhill''' - このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 *'''Aston''' - Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]]||RO1||3.097 km (1.924 mi)||40 |- |[[サーキット:Rockingham#National|National]]||RO2||2.697 km (1.676 mi)||40 |- |[[サーキット:Rockingham#Oval|Oval]]||RO3||2.363 km (1.468 mi)||40 |- |[[サーキット:Rockingham#ISSC_Long|ISSC Long]]||RO4||3.253 km (2.021 mi)||40 |- |[[サーキット:Rockingham#Lake|Lake]]||RO5||1.046 km (0.650 mi)||40 |- |[[サーキット:Rockingham#Handling|Handling]]||RO6||1.559 km (0.969 mi)||40 |- |[[サーキット:Rockingham#International|International]]||RO7||3.874 km (2.407 mi)||40 |- |[[サーキット:Rockingham#Historic|Historic]]||RO8||3.565 km (2.215 mi)||40 |- |[[サーキット:Rockingham#Historic_Short|Historic Short]]||RO9||2.197 km (1.365 mi)||40 |- |[[サーキット:Rockingham#International_Long|International Long]]||RO10||4.056 km (2.521 mi)||40 |- |[[サーキット:Rockingham#Sportscar|Sportscar]]||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 67bfd974c7cf9f04370a39c8fd9d12176acbd472 2256 2254 2017-02-23T09:22:39Z Skylinekakkoii 57 リンクの追加 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br />Blackwood]]||[[サーキット:Blackwood#GP Track|GP Track]]||BL1||3.297 km (2.048 mi)||40 |- |[[サーキット:Blackwood#Historic|Historic]]||BL2||3.294 km (2.047 mi)||40 |- |[[サーキット:Blackwood#Rallycross|Rallycross]]||BL3||1.838 km (1.142 mi)||40 |- |[[サーキット:Blackwood#Car_Park|Car Park]]||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||[[サーキット:South City#Classic|Classic]]||SO1||2.033 km (1.263 mi)||30 |- |[[サーキット:South City#Sprint_Track_1|Sprint Track 1]]||SO2||2.048 km (1.273 mi)||16 |- |[[サーキット:South City#Sprint_Track_2|Sprint Track 2]]||SO3||1.334 km (0.829 mi)||16 |- |[[サーキット:South City#City_Long|City Long]]||SO4||4.029 km (2.504 mi)||32 |- |[[サーキット:South City#Town_Course|Town Course]]||SO5||3.146 km (1.955 mi)||32 |- |[[サーキット:South City#Chicane_Route|Chicane Route]]||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||[[サーキット:Fern Bay#Club|Club]]||FE1||1.584 km (0.984 mi)||32 |- |[[サーキット:Fern Bay#Green|Green]]||FE2||3.086 km (1.918 mi)||32 |- |[[サーキット:Fern Bay#Gold|Gold]]||FE3||3.514 km (2.183 mi)||32 |- |[[サーキット:Fern Bay#Black|Black]]||FE4||6.559 km (4.076 mi)||32 |- |[[サーキット:Fern Bay#Rallycross|Rallycross]]||FE5||2.018 km (1.254 mi)||32 |- |[[サーキット:Fern Bay#Rallycross_Green|Rallycross Green]]||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||[[サーキット:Autocross#Autocross|Autocross]]||AU1||N/A||16 |- |[[サーキット:Autocross#Skid_Pad|Skid Pad]]||AU2||N/A||16 |- |[[サーキット:Autocross#Drag_Strip|Drag Strip]]||AU3||0.402 km (0.250 mi)||2 |- |[[サーキット:Autocross#8_Lane_Drag|Eight Lane Drag]]||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の、長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。6つの設定と逆走設定があります。 *'''Fern Bay''' - Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||[[サーキット:Kyoto Ring#Oval|Oval]]||KY1||2.980 km (1.852 mi)||32 |- |[[サーキット:Kyoto Ring#National|National]]||KY2||5.138 km (3.193 mi)||32 |- |[[サーキット:Kyoto Ring#GP_Long|GP Long]]||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||[[サーキット:Westhill#National|National]]||WE1||4.396 km (2.732 mi)||40 |- |[[サーキット:Westhill#International|International]]||WE2||5.750 km (3.573 mi)||40 |- |[[サーキット:Westhill#Car_Park|Car Park]]||WE3||N/A||40 |- |[[サーキット:Westhill#Karting|Karting]]||WE4||0.483 km (0.300 mi)||40 |- |[[サーキット:Westhill#Karting_National|Karting National]]||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||[[サーキット:Aston#Cadet|Cadet]]||AS1||1.870 km (1.162 mi)||32 |- |[[サーキット:Aston#Club|Club]]||AS2||3.077 km (1.912 mi)||32 |- |[[サーキット:Aston#National|National]]||AS3||5.602 km (3.481 mi)||32 |- |[[サーキット:Aston#Historic|Historic]]||AS4||8.089 km (5.026 mi)||32 |- |[[サーキット:Aston#Grand_Prix|Grand Prix]]||AS5||8.802 km (5.469 mi)||32 |- |[[サーキット:Aston#Grand_Touring|Grand Touring]]||AS6||8.002 km (4.972 mi)||32 |- |[[サーキット:Aston#North|North]]||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。 *'''Westhill''' - このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 *'''Aston''' - Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]]||RO1||3.097 km (1.924 mi)||40 |- |[[サーキット:Rockingham#National|National]]||RO2||2.697 km (1.676 mi)||40 |- |[[サーキット:Rockingham#Oval|Oval]]||RO3||2.363 km (1.468 mi)||40 |- |[[サーキット:Rockingham#ISSC_Long|ISSC Long]]||RO4||3.253 km (2.021 mi)||40 |- |[[サーキット:Rockingham#Lake|Lake]]||RO5||1.046 km (0.650 mi)||40 |- |[[サーキット:Rockingham#Handling|Handling]]||RO6||1.559 km (0.969 mi)||40 |- |[[サーキット:Rockingham#International|International]]||RO7||3.874 km (2.407 mi)||40 |- |[[サーキット:Rockingham#Historic|Historic]]||RO8||3.565 km (2.215 mi)||40 |- |[[サーキット:Rockingham#Historic_Short|Historic Short]]||RO9||2.197 km (1.365 mi)||40 |- |[[サーキット:Rockingham#International_Long|International Long]]||RO10||4.056 km (2.521 mi)||40 |- |[[サーキット:Rockingham#Sportscar|Sportscar]]||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 多言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 01e1598e5fdfe1c0c769c08262da971360481750 2266 2256 2017-02-23T14:09:12Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br />Blackwood]]||[[サーキット:Blackwood#GP Track|GP Track]]||BL1||3.297 km (2.048 mi)||40 |- |[[サーキット:Blackwood#Historic|Historic]]||BL2||3.294 km (2.047 mi)||40 |- |[[サーキット:Blackwood#Rallycross|Rallycross]]||BL3||1.838 km (1.142 mi)||40 |- |[[サーキット:Blackwood#Car_Park|Car Park]]||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]]||[[サーキット:South City#Classic|Classic]]||SO1||2.033 km (1.263 mi)||30 |- |[[サーキット:South City#Sprint_Track_1|Sprint Track 1]]||SO2||2.048 km (1.273 mi)||16 |- |[[サーキット:South City#Sprint_Track_2|Sprint Track 2]]||SO3||1.334 km (0.829 mi)||16 |- |[[サーキット:South City#City_Long|City Long]]||SO4||4.029 km (2.504 mi)||32 |- |[[サーキット:South City#Town_Course|Town Course]]||SO5||3.146 km (1.955 mi)||32 |- |[[サーキット:South City#Chicane_Route|Chicane Route]]||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]]||[[サーキット:Fern Bay#Club|Club]]||FE1||1.584 km (0.984 mi)||32 |- |[[サーキット:Fern Bay#Green|Green]]||FE2||3.086 km (1.918 mi)||32 |- |[[サーキット:Fern Bay#Gold|Gold]]||FE3||3.514 km (2.183 mi)||32 |- |[[サーキット:Fern Bay#Black|Black]]||FE4||6.559 km (4.076 mi)||32 |- |[[サーキット:Fern Bay#Rallycross|Rallycross]]||FE5||2.018 km (1.254 mi)||32 |- |[[サーキット:Fern Bay#Rallycross_Green|Rallycross Green]]||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]]||[[サーキット:Autocross#Autocross|Autocross]]||AU1||N/A||16 |- |[[サーキット:Autocross#Skid_Pad|Skid Pad]]||AU2||N/A||16 |- |[[サーキット:Autocross#Drag_Strip|Drag Strip]]||AU3||0.402 km (0.250 mi)||2 |- |[[サーキット:Autocross#8_Lane_Drag|Eight Lane Drag]]||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の、長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。6つの設定と逆走設定があります。 *'''Fern Bay''' - Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]]||[[サーキット:Kyoto Ring#Oval|Oval]]||KY1||2.980 km (1.852 mi)||32 |- |[[サーキット:Kyoto Ring#National|National]]||KY2||5.138 km (3.193 mi)||32 |- |[[サーキット:Kyoto Ring#GP_Long|GP Long]]||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]]||[[サーキット:Westhill#National|National]]||WE1||4.396 km (2.732 mi)||40 |- |[[サーキット:Westhill#International|International]]||WE2||5.750 km (3.573 mi)||40 |- |[[サーキット:Westhill#Car_Park|Car Park]]||WE3||N/A||40 |- |[[サーキット:Westhill#Karting|Karting]]||WE4||0.483 km (0.300 mi)||40 |- |[[サーキット:Westhill#Karting_National|Karting National]]||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]]||[[サーキット:Aston#Cadet|Cadet]]||AS1||1.870 km (1.162 mi)||32 |- |[[サーキット:Aston#Club|Club]]||AS2||3.077 km (1.912 mi)||32 |- |[[サーキット:Aston#National|National]]||AS3||5.602 km (3.481 mi)||32 |- |[[サーキット:Aston#Historic|Historic]]||AS4||8.089 km (5.026 mi)||32 |- |[[サーキット:Aston#Grand_Prix|Grand Prix]]||AS5||8.802 km (5.469 mi)||32 |- |[[サーキット:Aston#Grand_Touring|Grand Touring]]||AS6||8.002 km (4.972 mi)||32 |- |[[サーキット:Aston#North|North]]||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。 *'''Westhill''' - このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 *'''Aston''' - Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[サーキット:Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]]||RO1||3.097 km (1.924 mi)||40 |- |[[サーキット:Rockingham#National|National]]||RO2||2.697 km (1.676 mi)||40 |- |[[サーキット:Rockingham#Oval|Oval]]||RO3||2.363 km (1.468 mi)||40 |- |[[サーキット:Rockingham#ISSC_Long|ISSC Long]]||RO4||3.253 km (2.021 mi)||40 |- |[[サーキット:Rockingham#Lake|Lake]]||RO5||1.046 km (0.650 mi)||40 |- |[[サーキット:Rockingham#Handling|Handling]]||RO6||1.559 km (0.969 mi)||40 |- |[[サーキット:Rockingham#International|International]]||RO7||3.874 km (2.407 mi)||40 |- |[[サーキット:Rockingham#Historic|Historic]]||RO8||3.565 km (2.215 mi)||40 |- |[[サーキット:Rockingham#Historic_Short|Historic Short]]||RO9||2.197 km (1.365 mi)||40 |- |[[サーキット:Rockingham#International_Long|International Long]]||RO10||4.056 km (2.521 mi)||40 |- |[[サーキット:Rockingham#Sportscar|Sportscar]]||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 他言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] 1da10ec5223690b66b4d89ca890a21139822d6d8 Westhill 0 1531 2255 2017-02-23T09:12:56Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] [[Image:WEHiRes.jpg|thumb|Westhill]] このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 == National == {{Track |Longname=Westhill National |Shortname=WE1 |Trackmap=[[Image:WE1.jpg|300px|none]] |kmLength=4.4 |miLength=2.7 |Description=Internationalを短くしたコース設定です。Internationalコースを抜ける際にはブラインドダウンヒルコーナーがあります。このコースは比較的遅い車に特に適した環境です。}} == International == {{Track |Longname=Westhill International |Shortname=WE2 |Trackmap=[[Image:WE2.jpg|300px|none]] |kmLength=5.8 |miLength=3.6 |Description=イングランドの農村に位置する設定の5.8kmのコースです。高速でワイドなコーナーがあり、2つのシケインと、S2で最もワイドで最も綺麗なフィニッシュストレートがこのコースの魅力的な要素です。コースの大部分はとても高速となっています。起伏の激しいこのコースは、比較的速い車に適しています。}} == Car Park == {{Track |Longname=Westhill Car Park |Shortname=WE3 |Trackmap=[[Image:WE3.jpg|300px|none]] |kmLength=N/A |miLength=N/A |Description=サーキットの奥にある、広大なパーキングエリアです。約750m x 210m の長方形のような形をしています。}} == Karting == {{Track |Longname=Westhill Karting |Shortname=WE4 |Trackmap=[[Image:WE4.jpg|300px|none]] |kmLength=0.5 |miLength=0.3 |Description=小さなカートコースです。[[車:シングルシーター#MRT5|MRT]]でレースをするのに適しています。}} == Karting National == {{Track |Longname=Westhill Karting National |Shortname=WE5 |Trackmap=[[Image:WE5.jpg|300px|none]] |kmLength=1.3 |miLength=0.8 |Description=Kartingよりも大きいバージョンのコース設定です。同じくらいの細い幅でありながら、Kartingよりも速いコーナーで構成されています。ドアtoドアのレースを見ることができるでしょう。}} == 周囲のエリア == オープンレイアウトを選択すると、レースコース外へとアクセスすることができます。 オートクロスなどでコースを作る際には、駐車場や、舗装路や未舗装エリアも使用することができます。 オートクロスについての説明は、[[オートクロス|こちら]]をご覧ください。 [[Image:WE_OpenConfig.jpg|800px|公式コースレイアウト外でのレース]] {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Westhill]] [[it:Piste:Westhill]] [[hu:Pályák:Westhill]] [[ru:Трасса:Westhill]] 98f659b495f31d61b743602c778ce6a3a0e34cdf 2280 2255 2017-02-23T15:51:39Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] [[Image:WEHiRes.jpg|thumb|Westhill]] このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 == National == {{Track |Longname=Westhill National |Shortname=WE1 |Trackmap=[[Image:WE1.jpg|300px|none]] |kmLength=4.4 |miLength=2.7 |Description=Internationalを短くしたコース設定です。Internationalコースを抜ける際にはブラインドダウンヒルコーナーがあります。このコースは比較的遅い車に特に適した環境です。}} == International == {{Track |Longname=Westhill International |Shortname=WE2 |Trackmap=[[Image:WE2.jpg|300px|none]] |kmLength=5.8 |miLength=3.6 |Description=イングランドの農村に位置する設定の5.8kmのコースです。高速でワイドなコーナーがあり、2つのシケインと、S2で最もワイドで最も綺麗なフィニッシュストレートがこのコースの魅力的な要素です。コースの大部分はとても高速となっています。起伏の激しいこのコースは、比較的速い車に適しています。}} == Car Park == {{Track |Longname=Westhill Car Park |Shortname=WE3 |Trackmap=[[Image:WE3.jpg|300px|none]] |kmLength=N/A |miLength=N/A |Description=サーキットの奥にある、広大なパーキングエリアです。約750m x 210m の長方形のような形をしています。}} == Karting == {{Track |Longname=Westhill Karting |Shortname=WE4 |Trackmap=[[Image:WE4.jpg|300px|none]] |kmLength=0.5 |miLength=0.3 |Description=小さなカートコースです。[[車:シングルシーター#MRT5|MRT]]でレースをするのに適しています。}} == Karting National == {{Track |Longname=Westhill Karting National |Shortname=WE5 |Trackmap=[[Image:WE5.jpg|300px|none]] |kmLength=1.3 |miLength=0.8 |Description=Kartingよりも大きいバージョンのコース設定です。同じくらいの細い幅でありながら、Kartingよりも速いコーナーで構成されています。ドアtoドアのレースを見ることができるでしょう。}} == 周囲のエリア == オープンレイアウトを選択すると、レースコース外へとアクセスすることができます。 オートクロスなどでコースを作る際には、駐車場や、舗装路や未舗装エリアも使用することができます。 オートクロスについての説明は、[[オートクロス|こちら]]をご覧ください。 [[Image:WE_OpenConfig.jpg|800px|公式コースレイアウト外でのレース]] {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Westhill]] [[it:Piste:Westhill]] [[hu:Pályák:Westhill]] [[ru:Трасса:Westhill]] 4900f7fc65eaca1ecef78ff1e9a3293e067f3965 Aston 0 1532 2257 2017-02-23T09:40:36Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki [[Image:ASHiRes.jpg|thumb|Aston]] [[Image:AS2HiRes.jpg|thumb|有名なダウンヒルシケイン]] Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == Cadet == {{Track |Longname=Aston Cadet |Shortname=AS1 |Trackmap=[[Image:AS1.jpg|300px|none]] |kmLength=1.9 |miLength=1.2 |Description=CadetはAstonの中で最も短いコース設定です。連続した低速コーナーを越えた後は、素晴らしいダウンヒルシケインが待っています。最終コーナーでのブレーキングではバランスを崩さないように注意してください。CadetとNorthは他のコース設定とは別のピットレーンとスタート/フィニッシュラインを使用しています。}} == Club == {{Track |Longname=Aston Club |Shortname=AS2 |Trackmap=[[Image:AS2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=Clubはとても有名なコースで、特にXFRとマッチしたコースです。The main reason for this is that it has many full throttle parts in which you can prepare an overtaking maneuver. The most challenging parts are the chicane-like combination in the middle of the circuit and the chicane in front of the start/finish straight.}} == National == {{Track |Longname=Aston National |Shortname=AS3 |Trackmap=[[Image:AS3.jpg|300px|none]] |kmLength=5.6 |miLength=3.5 |Description=Most popular track configuration in Aston. You will probably find racers driving on this track all the time. Again, overtaking is really easy here. Despite the very slow turns in the middle of the track, this configuration is very fast. Most drivers prefer a GTR on this one.}} == Historic == {{Track |Longname=Aston Historic |Shortname=AS4 |Trackmap=[[Image:AS4.jpg|300px|none]] |kmLength=8.1 |miLength=5.0 |Description=A very long configuration. After the first turn you will drive the cadet chicane reversed followed by another chicane the takes you to the grand prix-part. After a long straight and a very fast right-hander, a series of left-right combinations with a final long left-hander takes you back to the national part. This track is similar to the Grand Prix track but these little differences (especially the Cadet chicane) make the difference.}} == Grand Prix == {{Track |Longname=Aston Grand Prix |Shortname=AS5 |Trackmap=[[Image:AS5.jpg|300px|none]] |kmLength=8.8 |miLength=5.5 |Description=The longest configuration of Aston is also the longest track in LFS. It is very similar to Historic with detours around the most dangerous parts. Instead of driving the Cadet chicane you will stay on National a little longer. The fast right-hander is replaced by a fast chicane. }} == Grand Touring == {{Track |Longname=Aston Grand Touring |Shortname=AS6 |Trackmap=[[Image:AS6.jpg|300px|none]] |kmLength=8.0 |miLength=5.0 |Description=The Grand Prix circuit, except with the slower Club first corner instead of the faster one used by Grand Prix, Historic and National.}} == North == {{Track |Longname=Aston North |Shortname=AS7 |Trackmap=[[Image:AS7.jpg|300px|none]] |kmLength=5.2 |miLength=3.2 |Description=Cadetを延長したようなコースで、1速や2速を使用する低速コーナー、そしてブラインドS字コーナーをいくつか持っています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Aston]] [[hu:Pályák:Aston]] [[it:Piste:Aston]] [[ru:Трассы:Aston]] 14087e278d6addaefc8dd7b224fe195a39e44caa 2258 2257 2017-02-23T12:40:50Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki [[Image:ASHiRes.jpg|thumb|Aston]] [[Image:AS2HiRes.jpg|thumb|有名なダウンヒルシケイン]] Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == Cadet == {{Track |Longname=Aston Cadet |Shortname=AS1 |Trackmap=[[Image:AS1.jpg|300px|none]] |kmLength=1.9 |miLength=1.2 |Description=CadetはAstonの中で最も短いコース設定です。連続した低速コーナーを越えた後は、素晴らしいダウンヒルシケインが待っています。最終コーナーでのブレーキングではバランスを崩さないように注意してください。CadetとNorthは他のコース設定とは別のピットレーンとスタート/フィニッシュラインを使用しています。}} == Club == {{Track |Longname=Aston Club |Shortname=AS2 |Trackmap=[[Image:AS2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=Clubはとても有名なコースで、特に[[車:FWD_GTRクラス#XF_GTR|XFR]]とマッチしたコースです。この主な理由は、このコースはオーバーテイクを行える、たくさんのフルスロットルセクションがあるためです。コースの中間にある、シケインのような連続したコーナーと、メインストレートの直前にあるシケインは、このコースの最もチャレンジングな要素です。}} == National == {{Track |Longname=Aston National |Shortname=AS3 |Trackmap=[[Image:AS3.jpg|300px|none]] |kmLength=5.6 |miLength=3.5 |Description=Astonで最も人気なコース設定です。恐らく、このコースであれば、走っているプレイヤーをいつでも見つけることができるでしょう。また、この設定でもオーバーテイクは非常に簡単となっています。コースの中間にとても低速なコーナーがいくつもあるにも関わらず、全体的に見るととても高速なコース設定です。ここでは、ほとんどのプレイヤーがGTRを使うのを好みます。}} == Historic == {{Track |Longname=Aston Historic |Shortname=AS4 |Trackmap=[[Image:AS4.jpg|300px|none]] |kmLength=8.1 |miLength=5.0 |Description=とても長いコース設定です。1コーナーを曲がると、Cadetシケインを逆走するように走ります。Cadetシケインの後にはもう一つシケインがあり、これを通過すると、Grand Prixセクションへと入ります。長いストレートと高速右コーナーを過ぎると、緩い高速コーナーセクションへと入ります。このセクションの長い左コーナーを抜けるとNationalコースへ入ります。このコースはいくつかの違い(特にCadetシケイン)を除いて、Grand Prixと似ています。}} == Grand Prix == {{Track |Longname=Aston Grand Prix |Shortname=AS5 |Trackmap=[[Image:AS5.jpg|300px|none]] |kmLength=8.8 |miLength=5.5 |Description=Astonで、また同時にLFSでも最も長いコース設定です。Historicに似ていて、危険な部分を遠回りしたようなコースです。Cadetシケインを通らない代わりに、Nationalにより長く留まることになります。Historicの高速5コーナーの代わりに高速シケインが設置されています。}} == Grand Touring == {{Track |Longname=Aston Grand Touring |Shortname=AS6 |Trackmap=[[Image:AS6.jpg|300px|none]] |kmLength=8.0 |miLength=5.0 |Description=Grand Prinxから、その高速1,2コーナーを取り除き、Clubの低速1コーナーを使うようにしたコースです。}} == North == {{Track |Longname=Aston North |Shortname=AS7 |Trackmap=[[Image:AS7.jpg|300px|none]] |kmLength=5.2 |miLength=3.2 |Description=Cadetを延長したようなコースで、1速や2速を使用する低速コーナー、そしてブラインドS字コーナーをいくつか持っています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 多言語へのリンク --> [[en:Tracks:Aston]] [[hu:Pályák:Aston]] [[it:Piste:Aston]] [[ru:Трассы:Aston]] c9ee1346a8c286ccb195ae0dc63004792ce3a3b5 2279 2258 2017-02-23T15:51:26Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:ASHiRes.jpg|thumb|Aston]] [[Image:AS2HiRes.jpg|thumb|有名なダウンヒルシケイン]] Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == Cadet == {{Track |Longname=Aston Cadet |Shortname=AS1 |Trackmap=[[Image:AS1.jpg|300px|none]] |kmLength=1.9 |miLength=1.2 |Description=CadetはAstonの中で最も短いコース設定です。連続した低速コーナーを越えた後は、素晴らしいダウンヒルシケインが待っています。最終コーナーでのブレーキングではバランスを崩さないように注意してください。CadetとNorthは他のコース設定とは別のピットレーンとスタート/フィニッシュラインを使用しています。}} == Club == {{Track |Longname=Aston Club |Shortname=AS2 |Trackmap=[[Image:AS2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=Clubはとても有名なコースで、特に[[車:FWD_GTRクラス#XF_GTR|XFR]]とマッチしたコースです。この主な理由は、このコースはオーバーテイクを行える、たくさんのフルスロットルセクションがあるためです。コースの中間にある、シケインのような連続したコーナーと、メインストレートの直前にあるシケインは、このコースの最もチャレンジングな要素です。}} == National == {{Track |Longname=Aston National |Shortname=AS3 |Trackmap=[[Image:AS3.jpg|300px|none]] |kmLength=5.6 |miLength=3.5 |Description=Astonで最も人気なコース設定です。恐らく、このコースであれば、走っているプレイヤーをいつでも見つけることができるでしょう。また、この設定でもオーバーテイクは非常に簡単となっています。コースの中間にとても低速なコーナーがいくつもあるにも関わらず、全体的に見るととても高速なコース設定です。ここでは、ほとんどのプレイヤーがGTRを使うのを好みます。}} == Historic == {{Track |Longname=Aston Historic |Shortname=AS4 |Trackmap=[[Image:AS4.jpg|300px|none]] |kmLength=8.1 |miLength=5.0 |Description=とても長いコース設定です。1コーナーを曲がると、Cadetシケインを逆走するように走ります。Cadetシケインの後にはもう一つシケインがあり、これを通過すると、Grand Prixセクションへと入ります。長いストレートと高速右コーナーを過ぎると、緩い高速コーナーセクションへと入ります。このセクションの長い左コーナーを抜けるとNationalコースへ入ります。このコースはいくつかの違い(特にCadetシケイン)を除いて、Grand Prixと似ています。}} == Grand Prix == {{Track |Longname=Aston Grand Prix |Shortname=AS5 |Trackmap=[[Image:AS5.jpg|300px|none]] |kmLength=8.8 |miLength=5.5 |Description=Astonで、また同時にLFSでも最も長いコース設定です。Historicに似ていて、危険な部分を遠回りしたようなコースです。Cadetシケインを通らない代わりに、Nationalにより長く留まることになります。Historicの高速5コーナーの代わりに高速シケインが設置されています。}} == Grand Touring == {{Track |Longname=Aston Grand Touring |Shortname=AS6 |Trackmap=[[Image:AS6.jpg|300px|none]] |kmLength=8.0 |miLength=5.0 |Description=Grand Prinxから、その高速1,2コーナーを取り除き、Clubの低速1コーナーを使うようにしたコースです。}} == North == {{Track |Longname=Aston North |Shortname=AS7 |Trackmap=[[Image:AS7.jpg|300px|none]] |kmLength=5.2 |miLength=3.2 |Description=Cadetを延長したようなコースで、1速や2速を使用する低速コーナー、そしてブラインドS字コーナーをいくつか持っています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Aston]] [[hu:Pályák:Aston]] [[it:Piste:Aston]] [[ru:Трассы:Aston]] 78afad3f09c008b42e649820e2775f0e54386a13 スクリプト作成 0 1457 2259 1883 2017-02-23T14:06:35Z Skylinekakkoii 57 英最新版のコピー&一部翻訳 wikitext text/x-wiki ''by AndroidXP'' == はじめに == 2006年12月のパッチVのリリースの際に、LFSの開発者は新しいスクリプトシステムを公開しました。これは、ほとんどのFPSシューティングゲームで実装されているものと非常に似ています。 一般的に、このシステムはタスクを自動化するのに便利です。 Generally, it allows the automation of common tasks, customisation of options on a per-car basis as well as simple toggles to change the binding of keys (and more). This guide is aimed to give you a general understanding of the LFS script system as well as a few examples for simple scripts. == 使用方法 == === 基本 === スクリプトファイルは拡張子に'''.lfs'''おり、LFS\data\scriptフォルダ内に入っています。 これらのファイルを編集するには、まずメモ帳などのテキストエディタで開きます。 もちろん、新しいファイルを作成することもできます。新規作成する際には、正しい拡張子で保存するよう注意してください。 フォルダ内を整理するために、サブディレクトリ内にスクリプトを保存しておくことも可能です。 In general, each line in the script file represents a command that is executed by LFS, going from top to bottom. The only exception are empty lines, and lines that start with "//", which are treated as comments and thus ignored. Basically you can imagine the system as LFS reading each line, writing it into the chat window and hitting return. Of course it is not ''exactly'' like that, but it should give you the general idea. === 予約済みのファイル名 === While you can generally name new script files however you want, a few names have a special meaning to LFS. All affected files already exist in the script folder when you first install the patch, so as long as you don't move or overwrite any files everything will be fine. * '''autoexec.lfs''' : Like the name suggests, this script is executed automatically every time LFS starts and is thus the ideal place to initialize your scripts. * '''CAR.lfs'''<br> : "CAR" being replaced with one of the three-letter car shortcuts (see [[Cars|here]] or below), these scripts are executed everytime the corresponding car is selected in the garage - for example if you select the XR GT Turbo, LFS will execute "XRT.lfs". They are usually used for car specific settings, like a custom FOV or force feedback strength. * '''road.lfs, sequential.lfs, paddle.lfs'''<br> : Even though these filenames are neither reserved nor automatically executed, they are worth mentioning as by default they are run from inside the ''CAR.lfs'' scripts. Their main purpose are custom settings that should apply to cars with a certain shifter type. ''Road.lfs'' is the equivalent to cars with a H-gate shifter, ''sequential.lfs'' to a sequential stick shifter and ''paddle.lfs'' to having paddles. If you have a wheel that supports such shifter types (like the [[Wheels#Logitech_G25|Logitech G25]] for example), then these script files are handy to automatically change the shifter setup so it fits the currently selected car. : To match the cars to their gearbox, they should be assigned as following:<br> {| style="margin-left:23px" |Road:||UF1, XFG, XRG, XRT, RB4, FXO, LX4, LX6, FZ5, FZR, UFR, RAC |- |Sequential:||FBM, FOX, FO8, MRT, XFR, XRR, FXR |- |Paddle:||BF1 |} == コマンド == 以下に掲載しているコマンドはよく使われるものの抜粋です。 全てのコマンドのリストは、LFS\docs\Commands.txt で確認できます。 === Options & Miscellaneous === /run [scriptname] - スクリプトを実行する(data\script\scriptname.lfs), 例:"/run myScript", "/run myFolder\myScript" /say [message] - チャットを入力するのと同じです /echo [text] - テキストを表示する(ローカル画面のみ) /fov [degrees] - 視野 /ff [0-200] - フォースフィードバックの強度 /wheel_turn [degrees] - コントローラーの回転角を指定する /autoclutch [0-1] - オートクラッチのON/OFF切り替え /shifter [auto/sequential/shifter] - シフターの種類 /view [fol/heli/cam/driver/custom] - 視点の選択 /view [save/reload] - 現在のカスタム視点を保存/リロードする === Binding & Executing Commands === '''Binding''' /axis [axis] [function] - e.g. "/axis 2 throttle" (to unbind, use -1) /invert [0/1] [function] - e.g. "/invert 1 brake" /button [button] [function] - e.g. "/button 5 shift_up" (to unbind, use -1) /key [key] [function] - e.g. "/key Q handbrake" /ctrlf [num] [text] - change shortcut text, e.g. "/ctrlf 1 hello" /altf [num] [text] - change shortcut text, e.g. "/altf 1 bye" '''Simulating key presses''' /press [key] - simulate key press /shift [key] - SHIFT + key /ctrl [key] - CTRL + key /alt [key] - ALT + key === Parameter reference === '''Function names for the /button and /key commands''' steer_left, steer_right, steer_fast, steer_slow throttle, brake, shift_up, shift_down clutch, handbrake, left_view, right_view, rear_view horn, flash, reset, pit_speed, tc_disable, zoom_in, zoom_out reverse, gear_1 - gear_7, ctrl_f1 - ctrl_f12, ignition <span style="color:gray"> ''To find out the number for a controller button, go to Options > Controls'' ''and press the button in question. You will see the button # and currently'' ''assigned function in the middle right part of the screen.'' </span> '''Function names for the /axis and /invert commands''' steer, combined, throttle, brake lookh, lookp, lookr clutch, handbrake, shiftx, shifty '''Parameters for the key press commands (press / shift / ctrl / alt)''' Letters A to Z Numbers 0 to 9 F1 to F12 up, down, left, right space, enter, esc, tab less, more <span style="color:gray">(< >)</span> or <span style="color:gray">(, .)</span> depending on your locale == 例 == On a general note: as you might have noticed from the command listing, it is currently impossible to bind other script commands to a button; for example, "/button 1 /say hello" wouldn't work. Luckily we can use the text shortcut keys (Ctrl+F1-F12, Alt+F1-F12) for this, so we can use "/ctrlf 1 /say hello" (which binds "/say hello" to Ctrl+F1) and then "/button 1 ctrl_f1" (binds the press of Ctrl+F1 to button #1). However, this also means that you have to give away a few of your shortcut keys for the scripts, which shouldn't really be a problem, considering there are 32 available shortcuts total (24 bindable via scripts). === "F9 > F10 > F11 > F12 > Off" 切り替え === '''Shortcut keys used:''' Ctrl+F12 The basic idea of this script is, that we want to have one button (for example on the wheel) cycling through the F9-F12 menus. To accomplish this, we need five scripts plus an entry in ''autoexec.lfs''. For this script we will use the Ctrl+F12 text shortcut for our cycle, and bind button #0 (whichever button that is on your controller) to execute it. The multiple usage of the /press command ensures that the menu is properly displayed, in case a menu was already opened manually beforehand. For example, if the F11 menu is already open and we would run ''viewF11.lfs'' without pressing the F9 key in it, it would just close the F11 menu instead, which is something we definitely don't want to happen in the heat of a race. It will work like this:<br> #Button 0 -> Ctrl+F12 -> viewF9 -> press F9 + rebind Ctrl+F12 to run viewF10<br> #Button 0 -> Ctrl+F12 -> viewF10 -> press F10 + rebind Ctrl+F12 to run viewF11<br> #Button 0 -> Ctrl+F12 -> viewF11 -> press F11 + rebind Ctrl+F12 to run viewF12<br> #Button 0 -> Ctrl+F12 -> viewF12 -> press F12 + rebind Ctrl+F12 to run viewOff<br> #Button 0 -> Ctrl+F12 -> viewOff -> turn off menu + rebind Ctrl+F12 to run viewF9<br> :... '''viewF9.lfs''' /press F10 /press F9 /ctrlf 12 /run viewF10 '''viewF10.lfs''' /press F9 /press F10 /ctrlf 12 /run viewF11 '''viewF11.lfs''' /press F9 /press F11 /ctrlf 12 /run viewF12 '''viewF12.lfs''' /press F9 /press F12 /ctrlf 12 /run viewOff '''viewOff.lfs''' /press F10 /press F9 /press F9 /ctrlf 12 /run viewF9 '''autoexec.lfs''' /button 0 ctrl_f12 /ctrlf 12 /run viewF9 === Indicator Control === '''Shortcut keys used:''' Ctrl+F10, Ctrl+F11 This example shows a simple way to comfortably control the indicators with two buttons. You need three scripts and a few entries to ''autoexec.lfs'', shortcut keys used are Ctrl+F10 and F11. The indicators will work as follows; first press of left button activates left indicator, second press deactivates it. Vice versa for the right button. Switching between left and right is possible. For ease of use, the script will output green arrows indicating the currently selected mode into the chat area. By using the same logic and adding another script, it is also easy to implement the control of the hazards by a third button. '''indicateLeft.lfs''' /press 7 /ctrlf 11 /run indicateStop /ctrlf 10 /run indicateRight /echo ^2‹ ‹ ‹ '''indicateRight.lfs''' /press 8 /ctrlf 10 /run indicateStop /ctrlf 11 /run indicateLeft /echo ^2› › › '''indicateStop.lfs''' /press 0 /ctrlf 10 /run indicateRight /ctrlf 11 /run indicateLeft /echo ^8Off '''autoexec.lfs''' /button 16 ctrl_f11 /button 18 ctrl_f10 /ctrlf 10 /run indicateRight /ctrlf 11 /run indicateLeft === オートシフター設定 (Logitech G25/G27 ユーザー向け) === '''Shortcut keys used:''' None To automatically adjust the controller bindings for the shift mechanism used by the currently selected car, all you have to do is modify the existing ''road.lfs'', ''sequential.lfs'' and ''paddle.lfs'' as shown below. ''Optionally you can also add re-bindings of whatever you want to use the free shifter/paddle buttons for. For example, when using the shifter unit, my right paddle acts as handbrake and the left one as horn, whereas when using the paddles, pulling the sequential stick is the handbrake and pushing sounds the horn. Doing this maximises the capabilities of the few easy-to-reach buttons on the G25; these re-bindings are not included in the example scripts.'' '''road.lfs''' /button 8 gear_1 /button 9 gear_2 /button 10 gear_3 /button 11 gear_4 /button 12 gear_5 /button 13 gear_6 /button 14 reverse /shifter shifter /autoclutch 0 /echo Shiftmode: H-Gate '''sequential.lfs''' /button 9 shift_up /button 8 shift_down /shifter sequential /autoclutch 0 /echo Shiftmode: Sequential '''paddle.lfs''' /button 4 shift_up /button 5 shift_down /shifter sequential /autoclutch 1 /echo Shiftmode: Paddles <!-- 他言語へのリンク --> [[en:Script Guide]] 692b8f06f836d8176e4d9f1a88bafa5b33ef3af6 メインページ 0 1 2260 2247 2017-02-23T14:06:57Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーン・レーサーズ・クラブ ルール]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #プログラミングとテクニカルガイド #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] c736e2f60752bf546846c9c5c89b7b96551bb20f はじめに 0 1410 2261 2061 2017-02-23T14:07:24Z Skylinekakkoii 57 wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 また、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 すでにLFSをプレイしているプレイヤーは、インストールやセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 「HE-TDUK」(使用中のスキンの名前) と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 『Wheel/Joystick』をクリックして、ボタンとホイールの軸に機能を割り当てます。 ステアリングから始めましょう。中段あたりの『Axes/FF』の中から最初の項目『Steer』クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の「○○axes」のボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら『Invert』をクリックして修正してください。 その他詳しい説明は[[オプション#Controls|Options]]を参照して下さい。もし間違った設定をしても、後から変更できるので安心してください。 全てのセッティングが終了したら『Next』をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は『Single play』を選んで『GO』をクリックします。 コースと車を選択すると、すぐに走り出すことができます! あなたが最初の数ラップで、サンドトラップに突っ込み動けない状態になったとき(最初これは誰にでも起こります)は、Escキーを押しましょう。 メニューが現れ、ガレージに戻ったり、ゲームを終了することができます。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 有料ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 他言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] 9bcc249edb026899bcd017b2f2939836ebc0b7be ムービー作成 チュートリアル 0 1494 2262 2127 2017-02-23T14:07:36Z Skylinekakkoii 57 wikitext text/x-wiki By [https://www.lfs.net/profile/30952 (SaM)] 動画を作るおつもりですか?ここを読めばどのようにすれば良いかわかると思います。 == 録画 == * Start up [http://www.fraps.com Fraps]. Set it to record at Full-size and at 30fps (or lower if the video is choppy.) * Start up LFS. Go to Options > Misc and put on Limit framerate on 30fps. * In-game, play the replay. (If you want to, press shift + U to set up a user camera. Press Follow car: (PLAYER) to let the camera follow the nearest car. Press SPACE to remove the usercam menu.) * Press SHIFT + F to remove the on-screen displays. Press SHIFT + F for the second time and it will disable the chat and the replay timeline. * Press F2 to slow down the replay at 0.5 speed. * Press the record button you specified in Fraps. When finished, stop recording with the same button. * Start up [http://virtualdub.sourceforge.net/ VirtualDub]. Open the avi file you recorded. Go to '''Video > Frame rate'''. Click on Process every other frame and press OK, or click on 'Change to [ ] frames per second' and put down the double amount of fps you set Fraps to. The last option will give the video more fps but you will only notice the difference if you will use slowmotion on this clip in the movie. This is because movies generally dont have more than 30fps. * To reclaim the distorted sound from the video, in VirtualDub, go to '''Audio > Full Processing Mode, Audio > Use Advanced Filters, Audio > Filters...''' . Click 'Add', and select the Filters: '''Input > New Rate > Resample > Output'''. Click on the 'New Rate' filter, and then press the configure button, and finally, double the existing Frequency value. * If this is all the movie needs, 1 clip, go to Video > Compression and choose one of the codecs (XviD or DivX are recommended). Press F7 to save it and it's done. * If you want to edit this clip together with some other clips into a movie, press F7 without compressing it and save it. Now it's time for editing. == 編集 == If you have Adobe Premiere Pro and know at least some basics of movie editing, use that. If you're able to use Premiere, you dont need instructions from me, if you dont know how to use Premiere, start with Windows Movie Maker found in the start menu. You can always get to use Premiere if you want to go more professional. Import the clips you made and put them in order, make them longer or shorter and add some transitions if you want. Dont forget, the best transitions wich I'd recommend if you want to use a transitions, is the dissolve, or fade from/to black. The other ones looks pretty unprofessional. When you're done, add a title and credits if you want, then finish it and save it. == 編集 (aviSynth) == Another great (and free) video editing program is aviSynth. AviSynth is not actually a program by itself. You basically install a frame server. This frame server reads a script that you write, and returns frames to a program, such as VirtualDub. There is also a IDE that you can download that allows you to see the different commands that you can use to modify your video. #インストール ##First, you need to download and install VirtualDub, as explained above. ##Second, go to [http://sourceforge.net/project/showfiles.php?group_id=57023 The AviSynth Sourceforge page], and download the latest version of the program. You may also want to download AVSEdit, an IDE to edit AviSynth scripts ##Lastly, install both the programs onto your computer #最初の動画 ##Follow the instructions on [http://en.lfsmanual.net/index.php?title=Movie_Tutorial&action=submit#Recording Recording Video] from LFS, and record three different "clips" of video. ##Create an AviSynth script, and preview it: ##*Open up AVSEdit, if you chose to download it. Otherwise, open up notepad. ##*Type <tt>clip1 = DirectShowSource("F:\fraps\clip1.avi")</tt>, entering your filename where mine is. ##*Do the same thing for the remaining clips of video, but instead of <tt>clip1</tt> you must use a different variable such as <tt>clip2</tt> ##*When you are finished typing in all of the video clips, and assigning them to variables, the last thing to do for our simple movie is join all of our clips. When you do not assign the results of a function to a variable, then the data is "returned" to the frameserver, which generates your video. So, type in <tt>UnAlignedSplice(clip1, clip2, clip3)</tt> and, for any remaining clips just add them into the function, using a comma to separate them. ##*Now, we will render our script using VirtualDub. Go to File>Save, and save your script as anything ending in ".avs". Now, open up VirtualDub. All you have to do is drag the script from wherever you saved it onto the program. All you have to do once you want to save the video, is follow the directions for compression in the [http://en.lfsmanual.net/index.php?title=Movie_Tutorial&action=submit#Recording Recording] section of this page. == アドバイス == My advice on making movies is keep it viewer friendly. Think what kind of movie it is, is it a cool movie with lots of cool action, edit the shots quickly and choose quick music, but dont make the movie messy, where lots of stuff happens and you dont know what's happening. If the movie is more gentle, focus on recording the action clearly and in stylish camera positions+movements. I know this sounds obvious, but it's often forgotten. A good movie should be a whole package where everything is working together. Make the editing and effects the same as the kind of movie. Watch the movie every now and then when you make progress and think what it would be like if you were a viewer. What would he expect and what would he like to see. To stop messages from being displayed in Multiplayer replays, open up cfg.txt wich is in the LFS folder. Search for 'MPR Message Block' and change it to 1, change it back to 0 afterwards if you want. Remeber to save it when LFS isnt running. Tips on the SHIFT + U usercamera. Avoid big fields of view. More than 90 degrees is too much. On the other hand, a Field of view smaller than 90 degrees will look like zooming wich does look good. Also, use at least some View smoothing to make the movement of the camera go more dynamic and not instant. A low movement speed is also recommended, I use something around 3 to 20m/s. Another advice is keep the continuity. Never go back in time (only if you want to get a flashback effect.) Good luck and have fun! {{Guides}} <!-- 他言語へのリンク --> [[de:Movie Tutorial]] [[en:Movie Tutorial]] d79d21a8e74055641ad24df8c68a1ff02b2c2b72 2294 2262 2017-02-25T16:01:00Z Skylinekakkoii 57 注意の追加 一部翻訳 wikitext text/x-wiki By [https://www.lfs.net/profile/30952 (SaM)] 動画を作るおつもりですか?ここを読めばどのようにすれば良いかわかると思います。 '''注意:''' 以下は英語圏向けに作られたものを翻訳しているチュートリアルです。日本人向けにはより適したソフトがあるかと思われますので、ご存知の方は編集をお願い致します。 == 録画 == * まず[http://www.fraps.com Fraps]を起動します。フルサイズの30fps(動画がカクつくようであればより低く設定しましょう)に設定し、録画モードにしましょう。 * 次にLFSを起動します。Options -> Misc より、フレームレートを30fpsを上限に設定しましょう。 * リプレイを再生します。(必要であれば、Shit+Uを押し、ユーザーカメラを設定しましょう。Press Follow car: (PLAYER) to let the camera follow the nearest car. Press SPACE to remove the usercam menu.) * Press SHIFT + F to remove the on-screen displays. Press SHIFT + F for the second time and it will disable the chat and the replay timeline. * Press F2 to slow down the replay at 0.5 speed. * Press the record button you specified in Fraps. When finished, stop recording with the same button. * [http://virtualdub.sourceforge.net/ VirtualDub]を起動します。録画したaviファイルを開きましょう。Go to '''Video > Frame rate'''. Click on Process every other frame and press OK, or click on 'Change to [ ] frames per second' and put down the double amount of fps you set Fraps to. The last option will give the video more fps but you will only notice the difference if you will use slowmotion on this clip in the movie. This is because movies generally dont have more than 30fps. * To reclaim the distorted sound from the video, in VirtualDub, go to '''Audio > Full Processing Mode, Audio > Use Advanced Filters, Audio > Filters...''' . Click 'Add', and select the Filters: '''Input > New Rate > Resample > Output'''. Click on the 'New Rate' filter, and then press the configure button, and finally, double the existing Frequency value. * If this is all the movie needs, 1 clip, go to Video > Compression and choose one of the codecs (XviD or DivX are recommended). Press F7 to save it and it's done. * If you want to edit this clip together with some other clips into a movie, press F7 without compressing it and save it. Now it's time for editing. == 編集 == Adobe Premiere Proをお持ちで動画編集の基本をご存知の方はそちらをご使用ください。Premiereを使えるのであればこの説明を読む必要はありません!もし使い方を知らないのであれば、スタートメニューから見つけることができる、Windowsムービーメーカーから始めましょう。 よりプロフェッショナルな動画編集をしたいのであれば、Premiereを使いましょう。 あなたが撮影したクリップを正しい順序でインポートし、短くしたり長くしたり、必要であればトランジションを追加しましょう。トランジションを使用する際には、ディゾルブか黒画面へのフェードイン/アウトを使いましょう。それ以外はプロのように見えない場合が多いです。必要であればタイトルやクレジットを追加し、全ての作業が終わったら動画を保存して終了しましょう。 == 編集 (aviSynth) == 他にある素晴らしい(しかも無料な)動画編集ソフトとして、aviSynthが挙げられます。AviSynthは正確には、それだけで起動するプログラムではありません。基本的にはフレームサーバーをインストールします。このフレームサーバーはあなたのスクリプトを読み込み、VirtualDubなどのプログラムへフレームを受け渡します。There is also a IDE that you can download that allows you to see the different commands that you can use to modify your video. #インストール ##まずはじめに、上記で説明されているように、VirtualDubをダウンロードし、インストールする必要があります。 ##次に、[http://sourceforge.net/project/showfiles.php?group_id=57023 AviSynth Sourceforge ページ]へアクセスし、最新版のプログラムをダウンロードします。また、AviSynthのスクリプトを編集する、AVSEditというソフトウェアをインストールしましょう。 ##最後に両方のプログラムをあなたのパソコンへインストールします。 #最初の動画 ##[[ムービー作成 チュートリアル#録画|録画セクション]]での説明を参考に、LFSから動画の「クリップ」を録画しましょう。3つのクリップを撮影すると良いでしょう。 ##AviSynthスクリプトを作成し、プレビューを見てみましょう: ##*ダウンロードしたのであれば、AVSEditを起動しましょう。そうでなければメモ帳を起動しましょう。 ##*<tt>clip1 = DirectShowSource("F:\fraps\clip1.avi")</tt>と入力しましょう。ファイルのパスは自分のものへ変更してください。 ##*同じことを残ったクリップにも繰り返します。ただし、<tt>clip1</tt>の代わりに、<tt>clip2</tt>といったように別の値へ変更してください。 ##*When you are finished typing in all of the video clips, and assigning them to variables, the last thing to do for our simple movie is join all of our clips. When you do not assign the results of a function to a variable, then the data is "returned" to the frameserver, which generates your video. So, type in <tt>UnAlignedSplice(clip1, clip2, clip3)</tt> and, for any remaining clips just add them into the function, using a comma to separate them. ##*Now, we will render our script using VirtualDub. Go to File>Save, and save your script as anything ending in ".avs". Now, open up VirtualDub. All you have to do is drag the script from wherever you saved it onto the program. All you have to do once you want to save the video, is follow the directions for compression in the [[ムービー作成 チュートリアル#録画|Recording]] section of this page. == アドバイス == 視聴者に易しい動画を作ることが、アドバイスです。 My advice on making movies is keep it viewer friendly. Think what kind of movie it is, is it a cool movie with lots of cool action, edit the shots quickly and choose quick music, but dont make the movie messy, where lots of stuff happens and you dont know what's happening. If the movie is more gentle, focus on recording the action clearly and in stylish camera positions+movements. I know this sounds obvious, but it's often forgotten. A good movie should be a whole package where everything is working together. Make the editing and effects the same as the kind of movie. Watch the movie every now and then when you make progress and think what it would be like if you were a viewer. What would he expect and what would he like to see. To stop messages from being displayed in Multiplayer replays, open up cfg.txt wich is in the LFS folder. Search for 'MPR Message Block' and change it to 1, change it back to 0 afterwards if you want. Remeber to save it when LFS isnt running. Shift+U からアクセスできるユーザーカメラでのコツは、大きすぎる視野角を避けることです。90°以上は多すぎます。90°より小さい値をしておくとズームしているように見え、見栄えが良くなります。 Also, use at least some View smoothing to make the movement of the camera go more dynamic and not instant. A low movement speed is also recommended, I use something around 3 to 20m/s. Another advice is keep the continuity. Never go back in time (only if you want to get a flashback effect.) Good luck and have fun! {{Guides}} <!-- 他言語へのリンク --> [[de:Movie Tutorial]] [[en:Movie Tutorial]] e6de9360765f15ffaf1f2cc23b052503b41dc531 ゲームモード 0 1412 2263 2238 2017-02-23T14:08:10Z Skylinekakkoii 57 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[車:クラスなし#UF_1000|UF1]] !! [[車:クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[車:FRクラス#XF_GTI|XFG]] !! [[車:FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[車:FRクラス#XR_GT|XRG]] !! [[車:FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[車:TBOクラス#XR_GT_Turbo|XRT]] !! [[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#RB4_GT|RB4]] !! [[車:TBOクラス#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#FXO_Turbo|FXO]] !! [[車:TBOクラス#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[車:クラスなし#LX4|LX4]] !! [[車:クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#LX6|LX6]] !! [[車:LRFクラス#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#FZ50|FZ5]] !! [[車:LRFクラス#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[車:LRFクラス#RaceAbout|RAC]] !! [[車:LRFクラス#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[車:シングルシーター#MRT5|MRT]] !! [[車:シングルシーター#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[車:FWD_GTRクラス#UF_GTR|UFR]] !! [[車:FWD_GTRクラス#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[車:FWD_GTRクラス#XF_GTR|XFR]] !! [[車:FWD_GTRクラス#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[車:シングルシーター#Formula_XR|FOX]] !! [[車:シングルシーター#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_BMW|FBM]] !! [[車:シングルシータークラス#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[車:シングルシータークラス#Formula_V8|FO8]] !! [[車:シングルシータークラス#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] !! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FXO_GTR|FXR]] !! [[車:RWD_GTRクラス#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#XR_GTR|XRR]] !! [[車:RWD_GTRクラス#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FZ50_GTR|FZR]] !! [[車:RWD_GTRクラス#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[サーキット:Blackwood|BL]] !! [[サーキット:Blackwood|Blackwood]] |[[サーキット:Blackwood#GP_Track|GP]], [[サーキット:Blackwood#Historic|Historic]], [[サーキット:Blackwood#Rallycross|Rallycross]], [[サーキット:Blackwood#Car_Park|Car Park]] |- ! [[サーキット:South_City|SO]] !! [[サーキット:South_City|South City]] |[[サーキット:South_City#Classic|Classic]], [[サーキット:South_City#Sprint_Track_1|Sprint 1]], [[サーキット:South_City#Sprint_Track_2|Sprint 2]], [[サーキット:South_City#City_Long|City Long]], [[サーキット:South_City#Town Course|Town Course]], [[サーキット:South_City#Chicane Route|Chicane Route]] |- ! [[サーキット:Fern_Bay|FE]] !! [[サーキット:Fern_Bay|Fern Bay]] |[[サーキット:Fern_Bay#Club|Club]], [[サーキット:Fern_Bay#Green|Green]], [[サーキット:Fern_Bay#Gold|Gold]], [[サーキット:Fern_Bay#Black|Black]], [[サーキット:Fern_Bay#Rallycross|Rallycross]], [[サーキット:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[サーキット:Aston|AS]] !! [[サーキット:Aston|Aston]] |[[サーキット:Aston#Cadet|Cadet]], [[サーキット:Aston#Club|Club]], [[サーキット:Aston#National|National]], [[サーキット:Aston#Historic|Historic]], [[サーキット:Aston#Grand_Prix|Grand Prix]], [[サーキット:Aston#Grand_Touring|Grand Touring]], [[サーキット:Aston#North|North]] |- ! [[サーキット:Westhill|WE]] !! [[サーキット:Westhill|Westhill]] |[[サーキット:Westhill#National|National]], [[サーキット:Westhill#International|International]], [[サーキット:Westhill#Car Park|Car Park]], [[サーキット:Westhill#Karting|Karting]], [[サーキット:Westhill#Karting National|Karting National]] |- ! [[サーキット:Kyoto_Ring|KY]] !! [[サーキット:Kyoto_Ring|Kyoto Ring]] |[[サーキット:Kyoto_Ring#Oval|Oval]], [[サーキット:Kyoto_Ring#National|National]], [[サーキット:Kyoto_Ring#GP Long|GP Long]] |- ! [[サーキット:Autocross|AU]] !! [[サーキット:Autocross|Autocross]] |[[サーキット:Autocross#Autocross|Autocross]], [[サーキット:Autocross#Skid_Pad|Skid Pad]], [[サーキット:Autocross#Drag_Strip|Drag Strip]], [[サーキット:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[サーキット:Rockingham|RO]] !! [[サーキット:Rockingham|Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]], [[サーキット:Rockingham#National|National]], [[サーキット:Rockingham#Oval|Oval]], [[サーキット:Rockingham#ISSC_Long|ISSC Long]], [[サーキット:Rockingham#Lake|Lake]], [[サーキット:Rockingham#Handling|Handling]], [[サーキット:Rockingham#International|International]], [[サーキット:Rockingham#Historic|Historic]], [[サーキット:Rockingham#Historic_Short|Historic Short]], [[サーキット:Rockingham#International_Long|International Long]], [[サーキット:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「Dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル / マルチプレーヤーレースをセットアップできます。 ここでは、車 / トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 This whole area has its own separate guide to allow you get the most out of the ability to customise your car for optimum performance and fun. However, briefly, you will notice that all sub menus have sliders to increase or decrease the selected values. 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 デフォルトの'hard track'セットアップをクリックし、ハイライトされた状態で'新規作成'ボタンをクリックし名前を入力して、コピーを作りましょう。 コピーがつくれたら、セッティングをいじってみましょう。 完成したら、OKボタンを押して元の画面に戻り、'Join race'ボタンを押してリストに自分の名前が表示されたことを確認しましょう。 === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] 次に、サーキット/コースを選択します。サーキットは、レースをするのに安全な場所です。 'Track'ボタンを押すと、サーキットリストやマップ、コース長などが表示されます。 LFSには8つのサーキットがあります。 the sevenths area Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[キーコンフィグ#LFS_World_コマンド]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、保存後すぐに再生が始まってしまいますが、マルチプレイなどで再生できない場合は'2'キーを押すことをお勧めします。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[キーコンフィグ#リプレイ操作]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 他言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 004a0d7179320aded1a1c50e54dc1885ffa04d23 オプション 0 1413 2264 2239 2017-02-23T14:08:33Z Skylinekakkoii 57 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。'''(更新中...) == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューでは、音楽や効果音などの音量を調整できます。 '''車の効果音:''' 車の効果音の音量をコントロールします。エンジン音にパチパチとノイズが入る場合、この値を下げましょう。 '''タイヤスキッド:''' タイヤのスキッド(スキール)音の音量をコントロールします。'0.0'はリアルな音量で、'1.0'はより聞こえやすくしたボリュームレベルです。 '''風の音量:''' 風切り音の音量です。オープンカーはこの設定に関係なく風切り音が大きくなります。'0.0'がリアルな音量です。 '''エコー効果:''' エコー効果の音量をコントロールします。'0.0'がリアルな音量です。高い値を指定すると、パチパチとノイズが入ることがあります。 '''BGM:''' BGMの音量です。 '''インターフェイス:''' クリックボタンなどの、インターフェイスの音の音量です。 '''セットアップ画面のBGM:''' セットアップ画面でのBGM再生をONにするかOFFにするか指定します。 '''レース中のBGM:''' レース中のBGM再生をONにするかOFFにするか指定します。 '''リプレイ中のBGM:''' リプレイ中のBGM再生をONにするかOFFにするか指定します。 '''Song choice:''' 'スキップ'と'選択'ボタンを使用することでBGMを指定することができます。 '''ゲーム中の音楽:''' LFSはプレイリストの再生をサポートしています。ここでは現在どのプレイリストが選択されているのか確認、変更することができます。'スキップ'ボタンを使うと音楽を1曲飛ばすことができます。'選択'ボタンを使うと直接曲を指定できます。 '''プレイリストの編集:''' このボタンを押すと、プレイリストの編集画面に入り、プレイリストを作ったり編集することができます。Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equally often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。[http://www.vorbis.com www.vorbis.com]や[http://audacity.sourceforge.net/ Audacity]などのフリーウェアエンコーダーを使用するか、その他のエンコーダーソフトを使うことで、あなたの音楽を変換できます。LFSで変換した音楽ファイルを再生するには、LFS\data\ogg ディレクトリーへ保存してください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Haze effect:''' もや・かすみのエフェクト '''Draw sky:''' 空の描画タイプ。  '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == 【Display】 == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' ボタンやスモールマップ、テキストの色・透明度、画面表示全体の位置とサイズを変更できます。 <br><br><br><br> == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。<br> '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。[[車種#各車種のステアリングロック角度 |(各車種のステアリングロック角度)]] '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == 【Game】 == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- 他言語へのリンク --> [[en:Option]] [[de:Optionen]] 2eb9b125384e432da6d9bd9bcdf268c9f00fce17 車種 0 1414 2265 2237 2017-02-23T14:08:52Z Skylinekakkoii 57 wikitext text/x-wiki == 概要 == LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています。 === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[車:FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[車:シングルシータークラス#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]]||XRT||FRクーペ||RWD||2.0L ターボ 直列4気筒||184 kW (247 hp)||1223 kg (2696 lb) |- |[[車:TBOクラス#RB4_GT|RB4 GT]]||RB4||4WDクーペ||AWD||2.0L ターボ 直列4気筒||181 kW (243 hp)||1210 kg (2667 lb) |- |[[車:TBOクラス#FXO_Turbo|FXO Turbo]]||FXO||FFクーペ||FWD||1.9L ターボ 水平対向4気筒||175 kW (234 hp)||1136 kg (2504 lb) |- |[[車:クラスなし#LX4|LX4]]||LX4||FRロードスター||RWD||1.3L 直列4気筒||105 kW (140 hp)||499 kg (1101 lb) |- |[[車:LRFクラス#LX6|LX6]]||LX6||FRロードスター||RWD||1.8L 直列6気筒||142 kW (190 hp)||539 kg (1188 lb) |- |[[車:シングルシーター#MRT5|MRT5]]||MRT||MRシングルシーター||RWD||600cc ターボ 直列4気筒||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (メモ: 日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 '''メモ:''' '''TBO''' というクラス名は、様々なリーグなどでよく使われているので、覚えておくとよいでしょう。このクラスはRB4,FXOとXRTの3台のみを含んでいます。 === S2 === [[image:Cars.jpg|thumb|GTRクラスの車]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[車:クラスなし#UF_1000|UF 1000]]||UF1||FFハッチバック||FWD||1.0L 直列4気筒||41 kW (55 hp)||600 kg (1322 lb) |- |[[車:LRFクラス#RaceAbout|RaceAbout]]||RAC||MRコンバーチブル||RWD||2.0L ターボ 直列4気筒||183 kW (245 hp)||800 kg (1763 lb) |- |[[車:LRFクラス#FZ50|FZ50]]||FZ5||RRクーペ||RWD||3.6L 水平対向6気筒||269 kW (360 hp)||1380 kg (3042 lb) |- |[[車:FWD_GTRクラス#XF_GTR|XF GTR]]||XFR||FFレースカー||FWD||2.0L 直列4気筒||172 kW(230 hp)||840 kg (1851 lb) |- |[[車:FWD_GTRクラス#UF_GTR|UF GTR]]||UFR||FFレースカー||FWD||1.4L 直列4気筒||134 kW (180 hp)||600 kg (1322 lb) |- |[[車:シングルシーター#Formula_XR|Formula XR]]||FOX||MRフォーミュラ||RWD||2.0L 直列4気筒||142 kW (190 hp)||490 kg (1079 lb) |- |[[車:シングルシーター#Formula_V8|Formula V8]]||FO8||MRフォーミュラ||RWD||3.0L V型8気筒||335 kW (450 hp)||600 kg (1323 lb) |- |[[車:シングルシーター#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MRフォーミュラ||RWD||2.4L V型8気筒||537 kW (720 hp)||530 kg (1169 lb) |- |[[車:RWD_GTRクラス#FXO_GTR|FXO GTR]]||FXR||4WDレースカー||AWD||2.0L ターボ 水平対向4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[車:RWD_GTRクラス#XR_GTR|XR GTR]]||XRR||FRレースカー||RWD||2.0L ターボ 直列4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[車:RWD_GTRクラス#FZ50_GTR|FZ50 GTR]]||FZR||RRレースカー||RWD||3.6L 水平対向6気筒||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、ダイハツ トレビスやクラッシックMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout'02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - Formula Renault 2000 に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Lola Formula 3000 に似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - 2006年のBMW Sauber の Formula One 参戦マシンの BMW Sauber F1.06 *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 80%; text-align: center; width: 800px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! width="75px" | クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[車:FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[車:TBOクラス|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[車:LRFクラス|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[車:FWD GTRクラス|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[車:RWD_GTRクラス|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[車:シングルシーター|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[車:クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 [[車:FRクラス#XF_GTI|XFG]], [[車:FRクラス#XR_GT|XRG]], [[車:TBOクラス#XR_GT_Turbo|XRT]], [[車:TBOクラス#RB4_GT|RB4]], [[車:TBOクラス#FXO_Turbo|FXO]], [[車:クラスなし#LX4|LX4]], [[車:LRFクラス#LX6|LX6]], [[車:LRFクラス#RaceAbout|RAC]], [[車:クラスなし#UF_1000|UF1]], [[車:FWD_GTRクラス#UF_GTR|UFR]], [[車:FWD_GTRクラス#XF_GTR|XFR]], [[車:LRFクラス#FZ50|FZ5]] '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 [[車:RWD_GTRクラス#XR_GTR|XRR]], [[車:RWD_GTRクラス#FXO_GTR|FXR]], [[車:RWD_GTRクラス#FZ50_GTR|FZR]] '''450°''' この3車種のロック to ロックは1.25回転となっています。 [[車:シングルシーター#Formula_BMW|FBM]], [[車:シングルシーター#Formula_XR|FOX]], [[車:シングルシーター#Formula_V8|FO8]] '''400°''' [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 [[車:シングルシーター#MRT5|MRT5]] {{車}} [[Category:車]] <!-- 他言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 3e0386aeea2c86d7dc98de52c959364a11634519 RWD GTRクラス 0 1527 2267 2236 2017-02-23T14:09:48Z Skylinekakkoii 57 wikitext text/x-wiki このクラスは日本のSuper GT(旧JGTC)のGT500クラスに似ています。パワーウェイトレシオは 約453bhp/トン となっています。 == FXO GTR == {{Car |Longname=FXO GTR |Shortname=FXR |Image=FXR.jpg |Drive=フロントエンジン 全輪駆動 点火カット付きシーケンシャルギアボックス |Engine=2.0リッター ターボ 水平対向4気筒 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=56.5 |WeightDistR=43.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずこのクラスを楽しみたい、という人にとっては素晴らしい車です。しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 |Setuptip=少しオーバーステアに設定する必要があります。フロントとリアのタイヤ温度を同じくらいに保つよう、リアにたくさんのトルクを伝えるようにしましょう。ターンインを楽にするために、デフはかなり軽めに設定しておくとよいでしょう。これはこの車の強みです。 }} == XR GTR == {{Car |Longname=XR GTR |Shortname=XRR |Image=XRR.jpg |Drive=フロントエンジン リアドライブ 点火カット付きシーケンシャルギアボックス |Engine=2.0リッター ターボ 直列4気筒 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=53.5 |WeightDistR=46.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。FXO GTRを朝食に食べてしまうほど速い車です。 |Setuptip=GTRクラスの車はアンダーステアに振る必要はありません。高速域で安定するよう、ダウンフォースを調整しましょう。全てのパワーを路面に伝えるために、デフは充分に硬くしておきましょう。リアは高め、フロントは少なめのタイヤ空気圧がおすすめです。 }} == FZ50 GTR == {{Car |Longname=FZ50 GTR |Shortname=FZR |Image=FZR.jpg |Drive=リアエンジン リアドライブ Hパターンギアボックス |Engine=3.6 litre flat 6 |kWPower=365 |bhpPower=490 |PowerRPM=8102 |NmTorque=503 |lbftTorque=371 |TorqueRPM=5246 |kgMass=1100 |lbsMass=2424 |WRatio=332 |bhpRatio=452 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。それに対しての答えとして、XR GTRと同様、スリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられた結果がこの車です。BF1とF08に次いでLFSで3番目に速い車です。 |Setuptip=ほとんど同じ内容ですので、XR GTRのコツをご参照ください。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:RWD GTR]] [[hu:Autók:RWD GTR]] 80a0983164667a2f64e5235e56beea72467bc1e0 クレジット 0 1425 2268 2249 2017-02-23T14:10:06Z Skylinekakkoii 57 wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|Live for Speed CDボックス]] '''Bob Smith''': [[応用セットアップガイド]]のとても専門的な車の説明<br /> '''Christophe Pratlong (Grudd)''': 3Dレンダリングチュートリアル<br /> '''DasBoeseC''': ドイツ語マニュアルの翻訳<br /> '''Velociround''': ポルトガル語マニュアルの翻訳<br /> '''Fetzo''': コースの説明<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': プロジェクトマネジメント、リンク、クレジット、スクリーンショット<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': ギャラリー<br /> '''Gunn''': DDSファイルの編集<br /> '''Holger "cr4zy!C3" Reitner''': mates@track II、DediGUI 2等<br /> '''Jussi Mäkelä''': Analyze for Speed<br /> '''Raine Kreutzman''': FAQ<br /> '''Mantis9''': FAQ<br /> '''Martin Gollub''': LFS Spectator <br /> '''Robert Bjorkman (Moby)''': 車のセットアップ <br /> '''RodeoSheep''': FAQ<br /> '''SaM''': 動画のチュートリアル<br /> '''[[User:Scawen|Scawen Roberts]]''': オートクロスエディタ、InSim、ファイルフォーマット<br /> '''ShannonN''': 非公式LFS S1マニュアル<br /> '''Shrek''': ホスティングガイド<br /> '''René Smit''': F1PerfView<br /> '''TuffCheez''': CRCルール<br /> '''[[User:tristancliffe|Tristan Cliffe]]''': Wikiのカーレンダリング<br> '''Vari''': 操作方法<br /> '''[[User:Victor|Victor van Vlaardingen]]''': LFS stats on your own website<br /> このWikiはRick HaslamとNick Stockesによる[https://en.wikipedia.org/wiki/Grand_Prix_2 Grand Prix 2]のマニュアルと、Steve SmithによるFour-Wheel Drift ([https://ja.wikipedia.org/wiki/Grand_Prix_Legends Grand Prix Legends])の影響を受けています。とてもためになるので、是非eBayで買ってみて下さい! == ゲームクレジット == [[image:Dev team.jpg|thumb|Live for Speedの開発者たち]] [[image:Credits.jpg|thumb|ゲームのクレジット]] [[image:Lfslogoold.gif|thumb|Nicolas GrignonによるLFSのオリジナルロゴ]] === Development Team === '''[[User:Scawen|Scawen Roberts]]''': プログラマー<br /> '''Eric Bailey''': アーティスト <br /> '''[[User:Victor|Victor van Vlaardingen]]''': ミュージシャン、Webサイト管理人 === 早期協力者 === '''Dickon Roberts, Alex Evans, Mark Healey''' === 謝辞 === '''Nuno Maia''': インターフェイスデザイン / アートワーク / 空のデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': トレーニングレッスン<br /> '''David Seward''': http://www.lfs.net アートデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': http://www.lfsworld.net アートデザイン<br /> '''[[User:Don|Ondřej Zeman]]''': 空のデザイン & スキン<br /> '''Nicolas Grignon''': オリジナルロゴ<br /> '''David Williams''': 車のサウンドファイル<br /> '''Simo Luukka''': スキン<br /> '''George Crocket''': スキン<br /> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 - http://www.fsae.mcgill.ca<br /> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RaceAbout - http://www.raceabout.fi<br /> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber<br /> '''[http://www.bmw-motorsport.com/ BMW Motorsport]''' Formula BMW FB02 === ベータテスター === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, David Williams, Ondřej Zeman, George Crocket, David Seward, Phillip Kempermann, Rudi Reinkart, Bahaa Helwani, Sima Luukka, Lino Carreira, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann, Sebastien Tixier, Joachim, Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman''' === 翻訳 === '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Lennart Vocke, Nuno Maia, André Ferreira, [http://en.lfsmanual.net/wiki/User:vagner Vagner Nishimoto], Joaquim Hilari Horts, Beñat Gonzalez, Leandro Da Silva, Tomas Gustafsson, Mikael Dalin, Thomas Edoff, Sune Nielsen, Rastislav Šišolák, Rastislav Polugyay, Bojan Mihelič, [[User:Tungsten|Thierry Archambault]], Ιδομενέας Μητσοτάκης, [[User:avellis|Αλέξανδρος Βέλλης]],Дмитрий Xaмiчзнка, Дмитрий Лебедев, Антон Стратиев, Иван Николов, Лоран Мутафов, [http://en.lfsmanual.net/wiki/User:illegal Niels De Loor], René van der Kooij, Can Bayçay, Kemal Hodimii, Emre Zorer, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Xosé Antón Fernández de Soto, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Jani Rivinoja, Renato Carta, Ugo, Palazza, Robert Kotlaba, Honza Kramar, [http://en.lfsmanual.net/wiki/User:Flame CZE Martin Kapal], Matiss M., Torfinn Dahl, Viõar Gunnarsson, Arne Coucheron, Arsen Torbarina, Krešimir Šmerda, Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Žejlko Stjepanović, Rafał Zlarnik, Grzegorz Kościański, [http://en.lfsmanual.net/wiki/User:Zonda Mikołaj Liberski], MaRiuS, Egidijus Griešnovas, Kouji Takahashi, Tetsuji Yamakawa, Kazuaki Maiya, Rya Takahashi, Naoya Ogura, Jay Wong, Mac KinMing, Дмитро-микола Хоменко, Володимир Грицовник, Lee Je Ha, Lee Seung Joon, Kim Ewan, Jeon In Ho, Huh Toe Woong''' === 音楽プレイヤー === Ogg Vorbis © 2001 Xiphophorus <!-- 他言語へのリンク --> [[cs:Kredity]] [[de:Impressum]] [[hu:Készítők]] [[nl:Credits]] [[pl:Autorzy]] 278915c54854770129f5f3771d91ae9bb4fabc4d 2298 2268 2017-02-26T08:27:24Z Skylinekakkoii 57 wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|Live for Speed CDボックス]] '''Bob Smith''': [[応用セットアップガイド]]のとても専門的な車の説明<br /> '''Christophe Pratlong (Grudd)''': 3Dレンダリングチュートリアル<br /> '''DasBoeseC''': ドイツ語マニュアルの翻訳<br /> '''Velociround''': ポルトガル語マニュアルの翻訳<br /> '''Fetzo''': コースの説明<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': プロジェクトマネジメント、リンク、クレジット、スクリーンショット<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': ギャラリー<br /> '''Gunn''': DDSファイルの編集<br /> '''Holger "cr4zy!C3" Reitner''': mates@track II、DediGUI 2等<br /> '''Jussi Mäkelä''': Analyze for Speed<br /> '''Raine Kreutzman''': FAQ<br /> '''Mantis9''': FAQ<br /> '''Martin Gollub''': LFS Spectator <br /> '''Robert Bjorkman (Moby)''': 車のセットアップ <br /> '''RodeoSheep''': FAQ<br /> '''SaM''': 動画のチュートリアル<br /> '''[[User:Scawen|Scawen Roberts]]''': オートクロスエディタ、InSim、ファイルフォーマット<br /> '''ShannonN''': 非公式LFS S1マニュアル<br /> '''Shrek''': ホスティングガイド<br /> '''René Smit''': F1PerfView<br /> '''TuffCheez''': CRCルール<br /> '''[[User:tristancliffe|Tristan Cliffe]]''': Wikiのカーレンダリング<br> '''Vari''': 操作方法<br /> '''[[User:Victor|Victor van Vlaardingen]]''': あなたのWebサイトで使用できる'LFS ステータス' このWikiはRick HaslamとNick Stockesによる[https://en.wikipedia.org/wiki/Grand_Prix_2 Grand Prix 2]のマニュアルと、Steve SmithによるFour-Wheel Drift ([https://ja.wikipedia.org/wiki/Grand_Prix_Legends Grand Prix Legends])の影響を受けています。とてもためになるので、是非eBayなどで買ってみて下さい! == ゲームクレジット == [[image:Dev team.jpg|thumb|Live for Speedの開発者たち]] [[image:Credits.jpg|thumb|ゲームのクレジット]] [[image:Lfslogoold.gif|thumb|Nicolas GrignonによるLFSのオリジナルロゴ]] === 開発チーム === '''[[User:Scawen|Scawen Roberts]]''': プログラマー<br /> '''Eric Bailey''': アーティスト <br /> '''[[User:Victor|Victor van Vlaardingen]]''': ミュージシャン、Webサイト管理人 === 早期協力者 === '''Dickon Roberts, Alex Evans, Mark Healey''' === 謝辞 === '''Nuno Maia''': インターフェイスデザイン / アートワーク / 空のデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': トレーニングレッスン<br /> '''David Seward''': http://www.lfs.net アートデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': http://www.lfsworld.net アートデザイン<br /> '''[[User:Don|Ondřej Zeman]]''': 空のデザイン & スキン<br /> '''Nicolas Grignon''': オリジナルロゴ<br /> '''David Williams''': 車のサウンドファイル<br /> '''Simo Luukka''': スキン<br /> '''George Crocket''': スキン<br /> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 - http://www.fsae.mcgill.ca<br /> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RaceAbout - http://www.raceabout.fi<br /> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber<br /> '''[http://www.bmw-motorsport.com/ BMW Motorsport]''' Formula BMW FB02 === ベータテスター === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, David Williams, Ondřej Zeman, George Crocket, David Seward, Phillip Kempermann, Rudi Reinkart, Bahaa Helwani, Sima Luukka, Lino Carreira, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann, Sebastien Tixier, Joachim, Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman''' === 翻訳 === '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Lennart Vocke, Nuno Maia, André Ferreira, [http://en.lfsmanual.net/wiki/User:vagner Vagner Nishimoto], Joaquim Hilari Horts, Beñat Gonzalez, Leandro Da Silva, Tomas Gustafsson, Mikael Dalin, Thomas Edoff, Sune Nielsen, Rastislav Šišolák, Rastislav Polugyay, Bojan Mihelič, [[User:Tungsten|Thierry Archambault]], Ιδομενέας Μητσοτάκης, [[User:avellis|Αλέξανδρος Βέλλης]],Дмитрий Xaмiчзнка, Дмитрий Лебедев, Антон Стратиев, Иван Николов, Лоран Мутафов, [http://en.lfsmanual.net/wiki/User:illegal Niels De Loor], René van der Kooij, Can Bayçay, Kemal Hodimii, Emre Zorer, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Xosé Antón Fernández de Soto, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Jani Rivinoja, Renato Carta, Ugo, Palazza, Robert Kotlaba, Honza Kramar, [http://en.lfsmanual.net/wiki/User:Flame CZE Martin Kapal], Matiss M., Torfinn Dahl, Viõar Gunnarsson, Arne Coucheron, Arsen Torbarina, Krešimir Šmerda, Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Žejlko Stjepanović, Rafał Zlarnik, Grzegorz Kościański, [http://en.lfsmanual.net/wiki/User:Zonda Mikołaj Liberski], MaRiuS, Egidijus Griešnovas, Kouji Takahashi, Tetsuji Yamakawa, Kazuaki Maiya, Rya Takahashi, Naoya Ogura, Jay Wong, Mac KinMing, Дмитро-микола Хоменко, Володимир Грицовник, Lee Je Ha, Lee Seung Joon, Kim Ewan, Jeon In Ho, Huh Toe Woong''' === 音楽プレイヤー === Ogg Vorbis © 2001 Xiphophorus <!-- 他言語へのリンク --> [[cs:Kredity]] [[de:Impressum]] [[hu:Készítők]] [[nl:Credits]] [[pl:Autorzy]] d9171cf9c75f97c33b458fe4125fb7a5a51e90fa 2299 2298 2017-02-26T08:28:00Z Skylinekakkoii 57 wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|Live for Speed CDボックス]] '''Bob Smith''': [[応用セットアップガイド]]のとても専門的な車の説明<br /> '''Christophe Pratlong (Grudd)''': 3Dレンダリングチュートリアル<br /> '''DasBoeseC''': ドイツ語マニュアルの翻訳<br /> '''Velociround''': ポルトガル語マニュアルの翻訳<br /> '''Fetzo''': コースの説明<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': プロジェクトマネジメント、リンク、クレジット、スクリーンショット<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': ギャラリー<br /> '''Gunn''': DDSファイルの編集<br /> '''Holger "cr4zy!C3" Reitner''': mates@track II、DediGUI 2等<br /> '''Jussi Mäkelä''': Analyze for Speed<br /> '''Raine Kreutzman''': FAQ<br /> '''Mantis9''': FAQ<br /> '''Martin Gollub''': LFS Spectator <br /> '''Robert Bjorkman (Moby)''': 車のセットアップ <br /> '''RodeoSheep''': FAQ<br /> '''SaM''': 動画のチュートリアル<br /> '''[[User:Scawen|Scawen Roberts]]''': オートクロスエディタ、InSim、ファイルフォーマット<br /> '''ShannonN''': 非公式LFS S1マニュアル<br /> '''Shrek''': ホスティングガイド<br /> '''René Smit''': F1PerfView<br /> '''TuffCheez''': CRCルール<br /> '''[[User:tristancliffe|Tristan Cliffe]]''': Wikiのカーレンダリング<br> '''Vari''': 操作方法<br /> '''[[User:Victor|Victor van Vlaardingen]]''': あなたのWebサイトで使用できる'LFS ステータス' このWikiはRick HaslamとNick Stockesによる[https://en.wikipedia.org/wiki/Grand_Prix_2 Grand Prix 2]のマニュアルと、Steve SmithによるFour-Wheel Drift ([https://ja.wikipedia.org/wiki/Grand_Prix_Legends Grand Prix Legends])の影響を受けています。とてもためになるので、是非eBayなどで買ってみて下さい! == ゲームクレジット == [[image:Dev team.jpg|thumb|Live for Speedの開発者たち]] [[image:Credits.jpg|thumb|ゲームのクレジット]] [[image:Lfslogoold.gif|thumb|Nicolas GrignonによるLFSのオリジナルロゴ]] === 開発チーム === '''[[User:Scawen|Scawen Roberts]]''': プログラマー<br /> '''Eric Bailey''': アーティスト <br /> '''[[User:Victor|Victor van Vlaardingen]]''': ミュージシャン、Webサイト管理人 === 早期協力者 === '''Dickon Roberts, Alex Evans, Mark Healey''' === 謝辞 === '''Nuno Maia''': インターフェイスデザイン / アートワーク / 空のデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': トレーニングレッスン<br /> '''David Seward''': http://www.lfs.net アートデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': http://www.lfsworld.net アートデザイン<br /> '''[[User:Don|Ondřej Zeman]]''': 空のデザイン & スキン<br /> '''Nicolas Grignon''': オリジナルロゴ<br /> '''David Williams''': 車のサウンドファイル<br /> '''Simo Luukka''': スキン<br /> '''George Crocket''': スキン<br /> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 - http://www.fsae.mcgill.ca<br /> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RaceAbout - http://www.raceabout.fi<br /> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber<br /> '''[http://www.bmw-motorsport.com/ BMW Motorsport]''' Formula BMW FB02 === ベータテスター === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, David Williams, Ondřej Zeman, George Crocket, David Seward, Phillip Kempermann, Rudi Reinkart, Bahaa Helwani, Sima Luukka, Lino Carreira, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann, Sebastien Tixier, Joachim, Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman''' === 翻訳 === '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Lennart Vocke, Nuno Maia, André Ferreira, [http://en.lfsmanual.net/wiki/User:vagner Vagner Nishimoto], Joaquim Hilari Horts, Beñat Gonzalez, Leandro Da Silva, Tomas Gustafsson, Mikael Dalin, Thomas Edoff, Sune Nielsen, Rastislav Šišolák, Rastislav Polugyay, Bojan Mihelič, [[User:Tungsten|Thierry Archambault]], Ιδομενέας Μητσοτάκης, [[User:avellis|Αλέξανδρος Βέλλης]],Дмитрий Xaмiчзнка, Дмитрий Лебедев, Антон Стратиев, Иван Николов, Лоран Мутафов, [http://en.lfsmanual.net/wiki/User:illegal Niels De Loor], René van der Kooij, Can Bayçay, Kemal Hodimii, Emre Zorer, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Xosé Antón Fernández de Soto, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Jani Rivinoja, Renato Carta, Ugo, Palazza, Robert Kotlaba, Honza Kramar, [http://en.lfsmanual.net/wiki/User:Flame CZE Martin Kapal], Matiss M., Torfinn Dahl, Viõar Gunnarsson, Arne Coucheron, Arsen Torbarina, Krešimir Šmerda, Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Žejlko Stjepanović, Rafał Zlarnik, Grzegorz Kościański, [http://en.lfsmanual.net/wiki/User:Zonda Mikołaj Liberski], MaRiuS, Egidijus Griešnovas, Kouji Takahashi, Tetsuji Yamakawa, Kazuaki Maiya, Rya Takahashi, Naoya Ogura, Jay Wong, Mac KinMing, Дмитро-микола Хоменко, Володимир Грицовник, Lee Je Ha, Lee Seung Joon, Kim Ewan, Jeon In Ho, Huh Toe Woong''' === 音楽プレイヤー === Ogg Vorbis © 2001 Xiphophorus <!-- 他言語へのリンク --> [[cs:Kredity]] [[de:Impressum]] [[en:Credits]] [[hu:Készítők]] [[nl:Credits]] [[pl:Autorzy]] 559b50077c394b7231ed0465633df8d5576216b3 応用セットアップガイド 0 1437 2269 2176 2017-02-23T14:13:48Z Skylinekakkoii 57 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) Basically Max per wheel is how strong your brakes are when the brake pedal is fully depressed, while rearfront bias controls how the brake strength is split between the front and rear wheels (a setting of 0% means only the rear wheels are braked, 100% means only the front wheels are braked, while 50% means the front and rear wheels are braked equally). Note that the brakes are only adjustable between 5% and 95%, so two of the examples I just gave aren’t actually possible in game. The brakes in LFS appear to not have kneepoints, so that’s one less thing to worry about. Q) '''どう調整すればいいの?'''<br> A) ブレーキを完璧に近づけるには、何回かテストするだけです。初めに、タイヤを最適な温度に上げて下さい。Because cold tyres lack some grip compared to warmed tyres, so before setting the brakes make sure the tyres are at their optimum temperature. After this, get the car up to speed along a flat surface (Blackwood straight after the dip comes in handy), switch to forces view (press F) and floor the brakes. As a picture is worth a thousand words, these should cut your reading time nicely: ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。so the car will plough on in a straight line. Locked wheels will heat up the contact patch of the tyre very quickly, and overheated tyres loose grip rapidly. Big lockups will also cause the tyre to become flat spotted. '''例2:''' ブレーキバランスの値が低すぎる状態<br /> Here the rear wheels have locked. Locking the rear wheels will promote oversteer in the vehicle, particularly if you have a little steering lock applied, so will make you lose control of the car very quickly unless you are good at counter steering. Otherwise say hello to that barrier. Not the best setup to have if you like to trailbrake into corners. '''例3:''' 制動力が高すぎる状態<br /> Solution: reduce Max per wheel xxx Nm. Locking all the wheels, while it can stop you the fastest on loose surfaces, is certainly not a good idea as you will be completely out of control, so the car will just do its own thing. You are also unable to determine if you have your brake balance set correctly. '''例4:''' 完璧?<br /> これは正確には違います。OK so all four wheels are pretty much at their limits, but this is without taking other factors into account (namely engine braking). ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> This is how I run the car (in this case, the XR GT). What have I changed? Firstly I have reduced the brake strength slightly to prevent the wheels from locking under normal circumstances. More importantly though, I have altered the brake balance to take engine braking into account. RWD cars are best run with the brake balance slightly too forward (see picture), while FWD are best run with the brake balance slightly too rearward. For AWD cars it depends on your torque split setting. This way you gain extra control by downshifting when braking. The earlier you downshift, the more additional braking strength is applied to the driven wheels. If you don’t take this into account when setting up your brakes, the wheels would very likely lock when downshifting. From here you may need to tweak the settings, and to find out if you need to do this, you need to race. Different surfaces have different amounts of grip available, so while you might feel you could increase brake strength in one part of the circuit, you could already be locking the wheels in another. Ideally, you want to set the brake strength so that the wheels will almost lock on the part of the circuit with most grip – and you can vary the amount of brake applied elsewhere. For users with a digital controller for the brakes (i.e. a button), you can either use a lower brake pressure at the sacrifice of ultimate braking power, or use the brake help driving aid, which will prevent lock ups but never brake as well as what you could with a analogue controller. Something else to take into account is downforce (or negative lift, if you prefer), as this increases grip with speed. So while you might not lock the brakes at high speed, they could lock easily at low speeds. Unfortunately there is no way around this if you want to be able to brake as hard as possible at high speeds. It is quickest to set the brakes up for the fastest braking point on the circuit, and be easy on the brakes during slower corners. Also, if you brake from high speed into a tight corner, this means you will be shaving off a lot of speed, and therefore grip. This means that as you brake, you need to slowly be letting off the brake pedals in order to avoid lock ups. There is one more twist to the brake settings story: hills. Circuits, by their nature, go round – so if you go up a hill at some point you are also going to go back down it. The more hilly the track, the more likely it is that you will end up having to brake on an incline. When braking going downhill, more weight is on the front wheels so they can take more brake force before locking and of course this means less weight is on the rear wheels so they are likely to lock, with all the nasty side effects involved. So the front-rear bias would need to be shifted slightly to the front (a higher number). Braking uphill is just the opposite, so the bias would need to be more rearward (lower). Of course, the angle of gradient you are braking on is unlikely to be fixed before every corner on any given circuit, so a compromise is needed. You can never have the brakes perfect for every corner unless the circuit is always flat, so the only way to find what compromise suits your driving best is to experiment. Remember to keep using the forces view to help when adjusting settings. ''NB: you may find it useful to drive without forces, save the replay and watch it in forces view, rather than trying to drive like that.'' == サスペンション == Suspension is the main way to tune the handling of your car. Any changes made here will usually mean changing settings elsewhere to maintain optimal levels of performance. === 車高を落とす === Q) '''これは何をするの?'''<br> A) This is the length of the springs fitted to the car when they have no load on them. Q) '''どう調整すればいいの?'''<br> A) This is best to set last out of all the suspension options. To get an idea, if you put all your suspension details in the Suspension Analyser and go to the “Suspension Loads and Travel” section, you can see how much travel you have left. Unused travel is making the car unnecessarily high, which raises the centre of gravity, therefore increasing weight transfer and lowering maximum available grip. However don’t forget to set the G forces before lowering/raising your car. See how much is left under both maximum lateral and maximum longitudinal G forces – you should not run out of travel at any point (NB: apply maximum lateral and maximum longitudinal forces one at a time). If you run out of suspension travel during racing you will hit the bump stops, which can cause unpredictable handling, and if hit hard enough, will damage your suspension. When I say maximum G forces, these depend on the car and the tyre choice see the G force tables in the appendixes. This will give you a baseline figure for ride height. Should you race on a perfectly flat track, this ride height would be fine, but you need to leave room for bumps and lumps in the track. Of course, this varies for different tracks, and the lines you take round them. To perfect this, use F1perfview and bring up a distance vs. suspension travel left graph. Keep raising the front and rear travel until the suspension doesn’t bottom out anymore. You may find it best to let the suspension just bottom out on or two points around the track however (so long as it does not upset the handling or cause damage), if it lets you run the car lower. There is one final thing to consider when playing with ride heights – and this is the angle of static body pitch of the car. Ideally, you want this to be flat (i.e. no pitch) at all times but due to the fact you’re always going to be accelerating or braking this isn’t going to happen (unless you had crazily stiff suspension and steel tyres). Having a positive body pitch (squat) is generally a bad thing as this means the air under the car is being compressed into a smaller space, so will exert an upward force at the rear of the car, reducing grip (ever so slightly). But don’t forget that accelerating makes the car squat a little so it’s probably best to set the car up to have a little static dive – how much depends on the car and your other suspension settings. ''Note: LFS doesn’t actually take this last paragraph into account yet. One day…'' === スプリングの硬さ === Q) '''これは何をするの?''' A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice versa. Q) '''どう調整すればいいの?''' A) Part 1: Suspension frequencies<br> Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load sensitive). High frequencies do the exact opposite. So obviously there is an optimum point in spring frequency – in real life this is known to be around 1.9-2.2Hz for cars around 1 tonne in mass (typical for GT racing cars). That doesn’t automatically mean these frequencies are best for LFS, however. As the weight increases this optimum frequency decreases and vice versa. Since the heaviest car in the game clocks the scales at just over 1.2 tonnes, 2Hz should still be a good point to start from and I wouldn’t recommend dipping much lower. For lighter cars, this optimum point may reach as high as 3Hz, although I wouldn’t recommend going quite that high for any road car in LFS. It’s best to experiment as see what feels best for you. Formula 1 cars are known to use anything in the range of 4 to 8Hz, but there are more reasons for that which I will explain in part 3. A quick note about creating rallycross setups: you want these to be softer, say between 1.7 to 1.9Hz, with plenty of ride height. This is to allow the tyre to follow all the bumps in the track, and can also be attributed to the softer nature of dirt. So where can you find out the suspension frequency? Colcob’s Setup Analyser would show you these figures, but that is only for v0.3 and hasn’t been yet updated for the latest version at the time of writing. It is possible to update that analyser manually by feeding in the appropriate S2 car data, however. Another effect of changing the spring frequency is how it affects the handling. Higher frequencies make the car more responsive to steering input although setting them too high will make the car nervous. Lower frequencies, although making the car less responsive, helps make the car more chuckable (i.e. you can throw it into corners and it won’t mind so much) but going to low will make the car wallow and you won’t be in complete control. So clearly there is a range or useful frequencies to use, and somewhere in the middle of it all there is a sweet spot – though where it is also depends on the driver. Part 2: Car balance<br> The second thing you can do with suspension is alter the balance of the car – which comes in very handy. While at first it may seem that equal frequencies will give neutral handling, this is only the case if the track widths are equal. If the front track width is wider than the rear (as is usually the case), neutrality is found with a slightly higher spring frequency at the rear. Since all real race cars are RWD, it is normally acceptable to use a rear frequency 0.15 to 0.25Hz lower than on the front as this will introduce some basic understeer. It is best to use as little as possible though because due to the nature of slip angles on tyres, a slight amount of oversteer is fastest. The better your throttle control and counter steering abilities, the less understeer / more oversteer you can get away with. For FWD cars you’d want the rear harder than the front by around this amount (or the front softer than the rear – depending how you look at it). If you were trying to make the car more neutral then reduce the difference in frequencies (this isn’t the only setting that affects car balance however (in fact most settings do really), though one of the two main ways, the other being antiroll). I wouldn’t recommend making the difference in frequencies greater than 0.4 or 0.5Hz though – if the car still isn’t handling like you want then either some other settings need changing or maybe your style of driving (but that’s not the purpose of this guide). Part 3: The downforce twist<br> Unfortunately just when you think something seems relatively simple, something else comes and complicates matters. In this case that thing is downforce. With downforce, as your speed increases you are getting air to push the car onto the ground, which is great for grip as you get more force sticking the tyre to the ground without the nasty side-effect of having to haul more weight around. Of course as speed increases there is more force being exerted onto the springs, so the ride height will be reduced (and most likely, it won’t be reduced equally front and rear, so the car pitch changes also). And of course changing ride height alters the camber of the wheels, making it harder to get camber perfect for both high and low speed corners. Note that downforce does not actually affect spring frequencies (contrary to what older versions of the guide stated – these were incorrect), and thus does not affect damping either. This brings me back to the Formula 1 car comment and why they use such high spring frequencies. The first reason is of course they run with huge amounts of downforce, to such an affect that most of the force holding the car to the road is from downforce rather than the weight of the car. Though this does mean the car could drive upside down (say, on the underside of a bridge) which could make for some wacky racing. Getting back to the point, why do cars with downforce need to run stiffer suspension? This is due to the issues I previously mentioned, e.g. changing of ride height, pitch (which in turn affects downforce) and camber. Stiffer suspension means these properties change less as the car goes around the circuit, making it easier to setup. Also downforce is only created when air is travelling over the car in the correct direction. So high slip angles would mean a loss of downforce and for this reason tyres with low optimum slip angles are used. This also means that the cars are going to snap when traction is lost, so higher spring frequencies are used since their benefits (increased car control) are present but their downsides (worse handling over the limit) no longer really matter. Another reason F1 cars use such high frequencies (and very little suspension travel) is that, unlike GT racing for instance, they use soft tyres with fairly tall side walls. It is the give in the side walls that softens the impacts and cushions the driver and allows him to still see clearly (having the suspension frequency too high would otherwise impair the vision of the driver over non-flat surfaces). === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) These are best explained visually:<br> If a weight was placed on top of a spring and released, the position of that weight would be shown by the green line plotted on the graph below. The purple line shows the position of the weight if the spring had some bump (compression) damping. [[image:sus1.gif]] You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but the movement slows while the weight is rising. [[image:sus2.gif]] In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring. A quick note regarding the XF GTi, XR GT, and UF1000:<br> Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced them is in fact the rebound damping value, while the compression damping is automatically set to 50% of this value. Q) '''どう調整すればいいの?''' A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has started. Some diagrams may help the explanation. [[image:sus3.gif]] The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped. You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically damped suspension has dealt with and recovered from any bumps as fast as possible. [[image:sus4.gif]] This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line). When there damping is set too high, again the spring takes longer to settle to its resting position. However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed. For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping. Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems. The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers? [[image:sus5.gif]] To quote Carroll Smith:<br> ''“The compression stroke controls the motion of the unsprung mass and the extension stroke controls the motion of the sprung mass.”'' In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key. Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving. === アンチロールバー === Q) '''これは何をするの?'''<br> A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs. So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this movement. So in effect your lovely independent suspension is becoming less independent the stiffer your antiroll bars are. Having the suspension independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can obviously get away with a relatively stiff antiroll bar before it becomes a problem. Q) '''どう調整すればいいの?'''<br> A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance. Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will induce oversteer when cornering. That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using. As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent. One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t recommend letting this value go much above 1.0. == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''どう調整すればいいの?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === キャスターとInclination === ''Inclination is no longer adjustable in LFS'' Q) '''これらは何をしているの?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 1290889b48ae3b0a75e5353c44565631195125e4 FAQ 0 1436 2270 2156 2017-02-23T15:46:01Z Skylinekakkoii 57 翻訳 wikitext text/x-wiki [[Image:Lfsfaq.gif|LFS FAQ]] == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S3を最高とする3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。('''訳注:'''現在は閉鎖されているようです。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。 More than that, LFS offers the chance to join a community with a very close relationship to the developers. Many of the features you see in the the current patch were suggested by forum members. == リリース情報 == === いつどのようにLFSはリリースされたの? === S1 が 2003-7-13 にリリースされました。<br /> S2 Alpha が 2005-6-25 にリリースされました。<br /> S2 unknown.<br /> S3 unknown. === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/]をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは[https://www.lfs.net/shop/ こちら]から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお済みの方でしたら、小切手をお送り頂くことでも可能です。 ローカライズされたショップがいくつかあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 日本の方は、http://liveforspeed.jpn.ch/ をご利用下さい。 '''訳注:''' 残念ながら、2017年2月現在ではこちらのサイトはご利用いただけないようです。[https://www.lfs.net/shop/ 公式ショップ]をご利用ください。 === 私の国でLFSを入手できますか? === LFSは[http://www.lfs.net/?page=shopinfo 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"私たちのプランは、完全な自由のために、独立した状態を保つことです。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 3 configurations to the track. So that's nine combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (2011年に公開予定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: * BL1 = Blackwood GP * BL1R = Blackwood GP Reversed * BL2 = Blackwood Rallycross * BL2R = Blackwood Rallycross Reversed * BL3 = Blackwood Car Park * FE1 = Fern Bay Club * FE1R = Fern Bay Club Reversed * FE2 = Fern Bay Green * FE2R = Fern Bay Green Reversed * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold Reversed * FE4 = Fern Bay Black * FE4R = Fern Bay Black Reversed * FE5 = Fern Bay Rallycross * FE5R = Fern Bay Rallycross Reversed * FE6 = Fern Bay Rallycross Green * FE6R = Fern Bay Rallycross Green Reversed * SO1 = South City Classic * SO1R = South City Classic Reversed * SO2 = South City Sprint 1 * SO2R = South City Sprint 1 Reversed * SO3 = South City Sprint 2 * SO3R = South City Sprint 2 Reversed * SO4 = South City Long * SO4R = South City Long Reversed * SO5 = South City Town Course * SO5R = South City Town Course Reversed * SO6 = South City Chicane Route * SO6R = South Chicane Route Reversed * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 lane) * AU4 = Drag (8 lane) * KY1 = Kyoto Ring Oval * KY1R = Kyoto Ring Oval Reversed * KY2 = Kyoto Ring National * KY2R = Kyoto Ring National reversed * KY3 = Kyoto Ring GP long * KY3R = Kyoto ring GP long reversed * WE1 = Westhill National * WE1R = Westhill National reversed * WE2 = Westhill International * WE2R = Westhill International reversed * WE3 = Westhill Car Park * WE4 = Westhill Karting * WE4R = Westhill Karting reversed * WE5 = Westhill Karting National * WE5R = Westhill Karting National reversed * AS1 = Aston Cadet * AS1R = Aston Cadet reversed * AS2 = Aston Club * AS2R = Aston Club reversed * AS3 = Aston National * AS3R = Aston National reversed * AS4 = Aston Historic * AS4R = Aston Historic reversed * AS5 = Aston Grand Prix * AS5R = Aston Grand Prix reversed * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring reversed * AS7 = Aston North * AS7R = Aston North reversed (パッチZ30から) Add X or Y to get the particular track's open config version. For example AS7X would be Aston open config track with AS7 startgrid. === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitのどちらのWindows(XP, Vista, 7, 8 and 10)でも動作します。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === Yes, [http://www.widescreengamingforum.com/forum/viewtopic.php?t=6739 as tested by Widescreengamingforum.com], LFS has full support for widescreen monitors. As well as for multiple monitors. <br> Notes:<br> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]]. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] dead3d612ab507c882d5419bbc4dc3f282335a45 カメラ視点 0 1470 2271 2243 2017-02-23T15:46:44Z Skylinekakkoii 57 wikitext text/x-wiki LFSでは5つのカメラ視点を利用できます。'V'キーまたは'Shift + V'キーで正順、逆順に切り替えできます。 これら最初からあるビューに加え、 車種ごとに画角の広さも変更可能な[[オプション#カスタム・ビューモード(custom)|カスタム視点]]も作成できます。 == 車内視点 == [[image:LFSViewInCar.jpg|thumb|車内視点]] 恐らくLFSで最も使われている、最もリアルなカメラ視点です。 この視点はドライバーがヘルメットの中から見えるであろう景色を描画します。 プレイヤー設定で、左ハンドルや右ハンドルを変更することができ、車内視点へ反映されます。 {{-}} == カスタム視点 == [[image:LFSViewWheels.jpg|thumb|right|カスタム視点]] このカメラ視点は、車の外や中に自由に設定することができます。リアウィングの上から後を見るような設定もできます。 この視点を使うことで、「オンボードカメラ」を再現することができます。動画の撮影や観戦中に便利です。 車内視点よりも調整が効くので、こちらの視点を好む方もいらっしゃるでしょう。 設定方法などは[[オプション#カスタム・ビューモード(custom)|こちらで説明されています。]] {{-}} == 後方視点 == [[image:LFSViewChase.jpg|thumb|後方視点]] アーケードゲームでもっとも有名な視点です。LFSではこれを使う機会は滅多にないでしょう。 外で何が起こっているのかを確認するためには、多くの場合左右を見る機能を使う場合が多いと思われますが、その代わりにこちらの視点を好むプレイヤーもいます。 {{-}} == トップダウン視点 == [[image:LFSViewTopDown.jpg|thumb|トップダウン視点]] 恐らくレース中には使われることはないでしょう。 この視点は、第一コーナーなどで誰がクラッシュを起こしたのかを調査するのに便利です。 {{-}} == 観戦者 / TVカメラ 視点 == [[image:LFSViewCamera.jpg|thumb|観戦 / TVカメラ 視点]] 名前が示す通り、これはTVでレースを見る際のカメラ視点に似ています。 コース上に固定されたいくつかの撮影ポイントが設定されており、現在フォーカス中の車が映るようにポイントを切り替えていきます。 運転中には使うには最も不便な視点ですが、リプレイを見るには良い視点です。 {{-}} == フリーカメラ == [[image:LFSViewShiftU.jpg|thumb|コントロールパネルとフリーカメラ]] このカメラモードはShift+Uを押すことで起動できます。 カメラは自由に動かすことができ、チルト(傾け)させたりすることもできます。 スクリーンショットを撮ったり、動画を録画したり、あるいは単にレースを見るのに便利なモードです。 操作方法はほとんどゲーム内で説明されています。 視野(画角)の変更を行う追加キー(キーボード)は以下の通りです。 *4 - 狭くする (速く) *5 - 狭くする (ゆっくり) *6 - 広くする (ゆっくり) *7 - 広くする (速く) この視点は[[オートクロス|オートクロスエディタ]]でも使われています。 <!-- 他言語へのリンク --> [[de:Kameraansichten]] [[en:Views]] [[fr:Vues]] [[hu:Kamera Nézetek]] 5379f273c897b8ee392590c16e280ee0a13647aa ガイド 0 1459 2272 2096 2017-02-23T15:46:56Z Skylinekakkoii 57 wikitext text/x-wiki このページから、Live for Speedを使う上での各ガイドとチュートリアルへアクセスできます。 {{ガイド}} <!-- 他言語へのリンク --> [[de:Anleitungen]] [[en:Guides]] [[hu:Útmutatók]] d914682da932beae8aaa8591993839cbed74f201 その他 0 1465 2273 2157 2017-02-23T15:49:46Z Skylinekakkoii 57 wikitext text/x-wiki == AIをトレーニングする == 他のシミュレーターに比べると、LFSのAI(Artificial Intelligence)は非常に優秀です。 AIはドライブ方法や競争方法を学びます。 however the lines they use are quite weird, It appears at slower speed and corners the lines are not bad, but as levels and speed increase, they bounce off walls and do some stupid things. To train the AI you select the level of learning and setup, you want to use and set the track and amount of laps, Scawen has told me the AI learn in all modes as long as 1 lap is completed, He suggests it is a good idea to include a faster and a slower car in the pack to randomize the pack and make the AI work to pass slow etc. He has taken onboard some suggestions for future updates to training such as a progressive training mode that will cycle through a set range of tracks cars and learning levels adding faster and slower cars, so you can set and train overnight / weekends etc in unattended mode. There are five different levels of training availavle from newbie to pro. It appears that there is no cumulative effect or progressive knowledge gained from a previous level, this is based on each .knw file being specific to a track and level, to explain this further, we’ll look into the use of the .knw file, This is found in the knw folder here the stored results of the training for each individual AI is kept. I.E. You train AI 1 at South City Classic in “learner” mode using FXO TURBO car, it saves the completed knowledge file (.knw) as “AI1_FXOTURBO_SthCty_Clssc_LEARNER.knw”, now if we train the same AI1 and car / setup at the higher Pro level it saves a different file “AI1_FXOTURBO_SthCty_Clssc_PRO.knw”. This indicates there is no progressive learning, which is a shame I’d like to see the AI learn from previous levels incrementally, at lower /slower levels the AI have smooth non-wall banging moves, this disappears the moment Quick or Pro levels are introduced. Beware if at a later date you change the AI name from AI x to a proper name like Schumacher or Brock, it will no longer be trained, it depends on the .knw file to be the same name as the AI or that training is not associated with the car, The same doesn’t apply to setups, change the setup with the same AI and it adds that setup to its knowledge base, this is evident when the race starts as there is no “drivers first time” message displayed. The best way to train the AI is to be methodical about it. First determine what level of competence you really are at in LFS in your own driving ability, be honest! Then train the AI at that level to provide you with some good competition and improve your skills. These are the best ways I find to train at first, select your range of cars, I select 8 of one class, maybe gti and add some faster cars and make one GTi real slow by fooling around with the gearing so it can only do 80 mph top! Set the laps to practice, track to whatever and start racing, record the times of the main cars (GTi class) after first flying lap is completed (end of lap 2) and go to bed or away for the weekend. I have made an Excel worksheet for this purpose (Avail at RSC). When you return, record the last lap times in the worksheet I have provided, giving you the improvement time for that car at this level of training. Then end race. This saves the .knw files, repeat for all cars all tracks all levels and then race against the AI at the lower levels till you can pass them under brakes avoid the mishaps and beat them every time, then you move up to the next level of AI, when you can race and beat them at Pro level go online, you are now experienced and safe to race against. Scawen suggests the AI learn to a high level of competence in about 60 laps. <!-- 他言語へのリンク --> [[de:Sonstiges]] [[en:Misc]] 33aad86c55ce83b3fdc45b315ed357e59f66830e LFS World 0 1466 2274 2252 2017-02-23T15:50:05Z Skylinekakkoii 57 wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_transparent.png|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース、コース設定、車のワールドレコードを見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' このタブでは2人のプレイヤーのホットラップを比較できます。ここからはホットラップを直接選択することはできません。'Ranks'か'Racer details'タブからホットラップを選択してください。 == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] このアイコンは、[https://www.lfs.net/account/skins 公式HPのスキンページ]へのリンクです。このページではスキンをアップロードしたり、アップロードしたスキンを見たり、削除したりすることができます。 スキンをアップロードすることで、同じホストにいるプレイヤーはそのスキンを自動的にダウンロードします。手動でスキンを配る必要はありません。 == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] 月別(または今まで)のトップ50プレイヤーのリストを提供します。 リストは、距離やラップ数、勝利レース数と完了したレース数の4つが表示されます。 また、ここでは今までの全てのプレイヤーのコース/車の使用統計を見ることができます。 == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] ここでは、LFSプレイヤーや、登録されたLFSチームを検索することができます。 また、'Your Profile'タブより、あなたのパーソナル設定の一部(誕生日やアバターなど)を変更することができます。 '''Buddies''' もここから管理できます。Buddyリストにプレイヤーを追加するには、プレイヤー名を検索ボックスに入力し、"Add racer"ボタンをクリックします。Buddyからプレイヤーを削除するには、プレイヤー名をクリックし、表示されるメニューの中の'Remove from the buddy list'をクリックしてください。 == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] ここでは、タイムゾーンの指定や、単位の表示方法、プライバシーの設定などのLFS Worldにおけるパーソナルオプションを変更できます。 == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFS Worldにはプレミアム統計サービスやSMSメッセージなどの有料サービスがあります。 このページではLFS Worldアカウントにクレジットをチャージしたり、チャージしたクレジット残高の確認をすることができます。 == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert'''はBuddyリストの誰かがLFSにオンラインになったかをチェックするバックグラウンドプロセスです。 他のプレイヤーをBuddyリストに追加するには、プレイヤーの名前をクリックし、表示されるメニューをクリックしてください。 もしくは、'LFS Racers database' の 'Your profile'よりユーザーネームを入力し、追加して下さい。 また、Live Alertは新しいメッセージがあるかどうかをチェックします。 == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] ここでは、他のLFSプレイヤーとメッセージの送受信ができます。 充分なクレジット残高がある場合、他のLFSプレイヤーにSMSメッセージを送ることができます。(そのプレイヤーがSMS Alertページで番号登録している場合のみ) 任意の電話番号にメッセージを送ることも可能です。 == その他の LFS World サービス == === オンラインステータスアイコン === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] あなたのWebページやフォーラムにオンラインステータス(64x16ピクセルのアイコン)を表示する場合には、以下のようなURLが使えます: http://www.lfsworld.net/isonline.username (usernameをあなたのユーザーネームに置き換えてください) ライセンス登録したLFSユーザーのみがこの機能を使用することができます。 === Pubstat === Pubstatシステムを使用すると、生のレース統計データを取得することができます。自分や他のプレイヤーのデータを解析したり、あなたのWebページに表示させることができます。 これは非常に手の込んだ複雑システムですので、詳細やマニュアルは[http://www.lfsforum.net/showthread.php?t=14480 フォーラム(英語)]で確認してください。 == Live for Speed SMS テキストメッセージシステム == === システム === * イベントが発生したときなどに、あなたのケータイへSMSメッセージ(アラート)を送ることができます。 * 電話番号を入力することなく、他のLFSプレイヤーにメッセージを送ることができます。(LFSのユーザーネームがあれば送信可能です。) === アラート === http://www.lfsworld.net の Live Alert -> SMS Alert にて、以下のようなアラートを設定することができます: # 特定のLFSプレイヤーがオンラインになったとき # 特定のホットラップワールドレコードが破られたとき # 新しいパッチがリリースされたとき === メッセージ === 他の人にメッセージを送ることができます。 ケータイで送るよりも速くて簡単で便利なシステムです。 http://www.lfsworld.net の Live Alert -> Send SMS にて送信できます。 * 電話番号を設定しているLFSプレイヤーに送信可能です。 * あなたの電話番号はオプションで返信番号として設定したときのみ送信されます。 * 電話番号を設定しているのであれば、Demoバージョンのプレイヤーにもメッセージを送ることができます。 * 電話番号を入力すれば、LFSプレイヤーでなくともメッセージを送信することができます。 * 全てのメッセージは国内外に関わらず、£0.05 の固定料金です。 === プライバシー === 法的権限のもとに要求されることのない限り、あなたの電話番号やその他個人情報を、他人に公開することはありません。 もちろん、メッセージ送信の際に、'send my phone number as reply number'を選択している際は例外です。 === 料金 === 全てのアラートやメッセージは £0.05 の料金が掛かります。 全てのプレイヤーは2回のフリーメッセージを送ることができるので、支払うかどうか決める前に試してみることができます。 3回以上のメッセージを送りたい場合には、http://www.lfsworld.net/ の My LFSW Credit より、最小 £3 からチャージしておくことができます。 他の使い方 - S1/S2/S3 ホストでオンラインのときにLFSから送信する方法: あなたがオンラインで、フレンドに参加するようリクエストする際に、LFSからSMSを送ることができます。<br /> このメッセージにはあなたのユーザーネームとあなたがオンラインのホストの名前を含みます。 これを行うには、以下のような2つのコマンドを入力する必要があります。 /w msg USERNAME (他のLFSプレイヤーへのSMSの送信を開始する) /w txt メッセージ (メッセージテキストを追加する) === 試用と登録 === フリーSMSメッセージを使って、このシステムを試してみることをお勧めします。 あなたに使用目的がなくても、他のS1/S2/S3プレイヤーがあなたがオフラインの際にもメッセージを送ることが出来るよう、是非あなたの電話番号を入力しておいて下さい! '''メモ: 日本の番号を追加する際は国番号 +81 を使用します。''' === 改善案 === 私たちは、「こんなアラートを受信したい!」などの要望や、その他SMSシステムについて便利なアイデアを募集しています! http://www.lfsforum.net/showthread.php?t=8095 (英語) <!-- 他言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 57781ee7b3a69656d806be53862a776ed086991f 2293 2274 2017-02-25T10:55:55Z Skylinekakkoii 57 /* 料金 */ wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_transparent.png|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース、コース設定、車のワールドレコードを見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' このタブでは2人のプレイヤーのホットラップを比較できます。ここからはホットラップを直接選択することはできません。'Ranks'か'Racer details'タブからホットラップを選択してください。 == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] このアイコンは、[https://www.lfs.net/account/skins 公式HPのスキンページ]へのリンクです。このページではスキンをアップロードしたり、アップロードしたスキンを見たり、削除したりすることができます。 スキンをアップロードすることで、同じホストにいるプレイヤーはそのスキンを自動的にダウンロードします。手動でスキンを配る必要はありません。 == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] 月別(または今まで)のトップ50プレイヤーのリストを提供します。 リストは、距離やラップ数、勝利レース数と完了したレース数の4つが表示されます。 また、ここでは今までの全てのプレイヤーのコース/車の使用統計を見ることができます。 == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] ここでは、LFSプレイヤーや、登録されたLFSチームを検索することができます。 また、'Your Profile'タブより、あなたのパーソナル設定の一部(誕生日やアバターなど)を変更することができます。 '''Buddies''' もここから管理できます。Buddyリストにプレイヤーを追加するには、プレイヤー名を検索ボックスに入力し、"Add racer"ボタンをクリックします。Buddyからプレイヤーを削除するには、プレイヤー名をクリックし、表示されるメニューの中の'Remove from the buddy list'をクリックしてください。 == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] ここでは、タイムゾーンの指定や、単位の表示方法、プライバシーの設定などのLFS Worldにおけるパーソナルオプションを変更できます。 == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFS Worldにはプレミアム統計サービスやSMSメッセージなどの有料サービスがあります。 このページではLFS Worldアカウントにクレジットをチャージしたり、チャージしたクレジット残高の確認をすることができます。 == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert'''はBuddyリストの誰かがLFSにオンラインになったかをチェックするバックグラウンドプロセスです。 他のプレイヤーをBuddyリストに追加するには、プレイヤーの名前をクリックし、表示されるメニューをクリックしてください。 もしくは、'LFS Racers database' の 'Your profile'よりユーザーネームを入力し、追加して下さい。 また、Live Alertは新しいメッセージがあるかどうかをチェックします。 == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] ここでは、他のLFSプレイヤーとメッセージの送受信ができます。 充分なクレジット残高がある場合、他のLFSプレイヤーにSMSメッセージを送ることができます。(そのプレイヤーがSMS Alertページで番号登録している場合のみ) 任意の電話番号にメッセージを送ることも可能です。 == その他の LFS World サービス == === オンラインステータスアイコン === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] あなたのWebページやフォーラムにオンラインステータス(64x16ピクセルのアイコン)を表示する場合には、以下のようなURLが使えます: http://www.lfsworld.net/isonline.username (usernameをあなたのユーザーネームに置き換えてください) ライセンス登録したLFSユーザーのみがこの機能を使用することができます。 === Pubstat === Pubstatシステムを使用すると、生のレース統計データを取得することができます。自分や他のプレイヤーのデータを解析したり、あなたのWebページに表示させることができます。 これは非常に手の込んだ複雑システムですので、詳細やマニュアルは[http://www.lfsforum.net/showthread.php?t=14480 フォーラム(英語)]で確認してください。 == Live for Speed SMS テキストメッセージシステム == === システム === * イベントが発生したときなどに、あなたのケータイへSMSメッセージ(アラート)を送ることができます。 * 電話番号を入力することなく、他のLFSプレイヤーにメッセージを送ることができます。(LFSのユーザーネームがあれば送信可能です。) === アラート === http://www.lfsworld.net の Live Alert -> SMS Alert にて、以下のようなアラートを設定することができます: # 特定のLFSプレイヤーがオンラインになったとき # 特定のホットラップワールドレコードが破られたとき # 新しいパッチがリリースされたとき === メッセージ === 他の人にメッセージを送ることができます。 ケータイで送るよりも速くて簡単で便利なシステムです。 http://www.lfsworld.net の Live Alert -> Send SMS にて送信できます。 * 電話番号を設定しているLFSプレイヤーに送信可能です。 * あなたの電話番号はオプションで返信番号として設定したときのみ送信されます。 * 電話番号を設定しているのであれば、Demoバージョンのプレイヤーにもメッセージを送ることができます。 * 電話番号を入力すれば、LFSプレイヤーでなくともメッセージを送信することができます。 * 全てのメッセージは国内外に関わらず、£0.05 の固定料金です。 === プライバシー === 法的権限のもとに要求されることのない限り、あなたの電話番号やその他個人情報を、他人に公開することはありません。 もちろん、メッセージ送信の際に、'send my phone number as reply number'を選択している際は例外です。 === 料金 === 全てのアラートやメッセージは £0.05 の料金が掛かります。 全てのプレイヤーは'''3回'''のフリーメッセージを使って、その機能を試すことができます。 4回以上のメッセージを送りたい場合には、http://www.lfsworld.net/ の My LFSW Credit より、アカウントへチャージしておく必要があります。最小 £3 からチャージしておくことができます。 他の使い方 - S1/S2/S3 ホストでオンラインのときにLFSから送信する方法: あなたがオンラインで、フレンドに同じホストへ参加するようリクエストする際に、LFSからSMSを送ることができます。<br /> このメッセージにはあなたのユーザーネームとあなたが参加しているホストの名前を含みます。 これを行うには、以下のような2つのコマンドを入力する必要があります。 /w msg USERNAME (他のLFSプレイヤーへのSMSの送信を開始する) /w txt メッセージ (メッセージテキストを追加する) === 試用と登録 === フリーSMSメッセージを使って、このシステムを試してみることをお勧めします。 あなたに使用目的がなくても、他のS1/S2/S3プレイヤーがあなたがオフラインの際にもメッセージを送ることが出来るよう、是非あなたの電話番号を入力しておいて下さい! '''メモ: 日本の番号を追加する際は国番号 +81 を使用します。''' === 改善案 === 私たちは、「こんなアラートを受信したい!」などの要望や、その他SMSシステムについて便利なアイデアを募集しています! http://www.lfsforum.net/showthread.php?t=8095 (英語) <!-- 他言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 7ecb62db4dfb1445c508d2dcd0c2f08da956174d LRFクラス 0 1524 2275 2224 2017-02-23T15:50:35Z Skylinekakkoii 57 wikitext text/x-wiki TBOに近いクラスですが、こちらのマシンの方がわずかに速く設定されています。すべての車が後輪駆動です。 馬力や重量が全てバラバラで、パワーウェイトレシオは 250-310bhp/トン と比較的広い範囲を取っています。 ある車は加速とハンドリングを重視し、ある車は最高速度を重視しています。 == LX6 == {{Car |Longname=LX6 |Shortname=LX6 |Image=LX6b.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列6気筒 |kWPower=142 |bhpPower=190 |PowerRPM=8402 |NmTorque=173 |lbftTorque=128 |TorqueRPM=7066 |kgMass=539 |lbsMass=1188 |WRatio=263 |bhpRatio=358 |WeightDistF=48.0 |WeightDistR=52.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=LX4に1.8リッター 直6エンジンを載せたのがLX6です。何が異なるのかというと、少し重量が重くなり、またそのことで微妙に重量バランスが良くなっています(フロントが重くなったため)。そして、当然ながらパワーが上がっています。LX4よりトリッキーな車なので、LXシリーズに乗ったことがない方はまず先にLX4に乗ることをお勧めします。LX8は廃止されてしまったので、現時点ではこれがLXシリーズの中で最も速い車となります。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == RaceAbout == {{Car |Longname=RaceAbout |Shortname=RAC |Image=RAC.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=183 |bhpPower=245 |PowerRPM=5906 |NmTorque=360 |lbftTorque=266 |TorqueRPM=3500 |kgMass=800 |lbsMass=1763 |WRatio=228 |bhpRatio=311 |WeightDistF=40.1 |WeightDistR=59.9 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=フィンランドの実在するプロトタイプスポーツカーです。SAABのターボエンジンをミッドシップに搭載しています。限界を引き出すのは非常に難しい車です。実際のプロジェクトの詳細は[http://www.raceabout.fi こちら]をご参照ください。 |Setuptip=リアにアンチロールバーが存在しないことがこの車をセットアップする上で不便なポイントとなっています。プッシュしすぎないよう、あまりアンダーステアなセッティングはお勧めしません。フロントのアンチロールバーも過度に硬くしない方が良いでしょう。サスペンションは柔らかめにしておくことをお勧めします。 }} == FZ50 == {{Car |Longname=FZ50 |Shortname=FZ5 |Image=FZ5.jpg |Drive=リアエンジン リアドライブ |Engine=3.6リッター 水平対向6気筒 |kWPower=269 |bhpPower=360 |PowerRPM=7563 |NmTorque=392 |lbftTorque=289 |TorqueRPM=5000 |kgMass=1380 |lbsMass=3042 |WRatio=195 |bhpRatio=265 |WeightDistF=38.0 |WeightDistR=62.0 |Fuel=90 |FrontSusp=マクファーソンストラット |RearSusp=ダブルウィッシュボーン |Information=この車はLFSの中で最も速いロードカーです。トップスピードでのハンドリングに優れています。ドライビングの楽しさをスポイルするほどではありませんが、車重が重くハイパワーな上に、RRレイアウトがこの車をチャレンジングなものとしています。スピンさせてスキール音を響かせましょう! |Setuptip=あまりアンダーステアに振る必要はありません。強いエンジンブレーキが主な問題なので、デフの減速側をしっかりと効かせることで、スロットルをオフにしたときにオーバーステアに陥りにくくなります。また、ブレーキ配分もフロント側にセッティングすることで、ブレーキング時の安定性が向上するでしょう。BF1と同じで、この車もまたトラクションコントロールを備えています。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:LRF]] [[hu:Autók:LRF]] d0fc5f1c2d4b2e05b9ed8df58410d89a29c9f888 キーコンフィグ 0 1478 2276 2079 2017-02-23T15:50:48Z Skylinekakkoii 57 wikitext text/x-wiki == 車の操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} == レース中の車のデータ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報 |- ! F11 | ライブセッティング情報 |- ! F12 | ピット戦略情報<br />(矢印キーでピット戦略を変更できます。) |- ! F | 荷重の表示<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイ |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 == ゲーム操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} == 視点操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} == フリー視点 / オートクロスエディタ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} == コントローラ / サウンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | AT/MT切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} == リプレイ操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 == チャット操作 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} == ロビー / ガレージ == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} == 接続リストのコマンド == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} == 共通 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 == その他 == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} == グラフィック == {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 他言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] 341efc6d00348120268dcb242a8907f5b24a3097 シングルシーター 0 1492 2277 2227 2017-02-23T15:51:00Z Skylinekakkoii 57 wikitext text/x-wiki LFSには様々なクラスのシングルシーターの車が以下の5台あります。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MRT |Image=MRT.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=600cc ターボ 直列4気筒 |kWPower=48 |bhpPower=64 |PowerRPM=7871 |NmTorque=69 |lbftTorque=51 |TorqueRPM=5078 |kgMass=221 |lbsMass=486 |WRatio=217 |bhpRatio=296 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=20 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。この車は[[オートクロス]]や低速コースには理想的な車です。MRT5はカートにパワーとデフを与えたような、ドライブするのがとても楽しい車です。実車の詳細は[http://www.fsae.mcgill.ca/ オフィシャルWebサイト]をご参照ください。 |Setuptip=この車は柔らかいサスペンションにセッティングするのが最適です。コーナリング性能を落としてしまうので、スプリングをアンダーステアに振る必要はないでしょう。もしオーバーだと感じるのであれば、アンチロールバーを調整し、好みのバランスへセッティングしましょう。また、この車はデフのセッティングにとても敏感です。ビスカスLSDを使用し、出来る限りオープンな(低い)値に設定しましょう。タイヤの空気圧は低い方が良いです。リアのトーを調整するのが手っ取り早く、便利です。 }} == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=1.2リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDistF=42.0 |WeightDistR=58.0 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=この車は、V1 Championshipと呼ばれる2008年に設立したイギリスの会社によって使われていました。この会社は、テストシリーズを通じて新しいレーシングドライバーを見つけることを目的としていました。LFSはドライバーの選抜試験と、この車の開発テストに使われました。この功績によって、LFSはFomula BMWのモデリングと収録を行う権利を獲得しました。 |Setuptip=ダウンフォースを減らし、サスペンションを硬めにすることで簡単かつ速くコーナリングができるようになるでしょう。 }} == Formula XR == {{Car |Longname=Formula XR |Shortname=FOX |Image=FOX.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター 直列4気筒 |kWPower=142 |bhpPower=190 |PowerRPM=7031 |NmTorque=221 |lbftTorque=163 |TorqueRPM=4980 |kgMass=490 |lbsMass=1079 |WRatio=290 |bhpRatio=395 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=38 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula Renault 2000 レースカーをベースとした車です。強いダウンフォースのかかる車を理解するのに良い車です。パワーが他のフォーミュラカーに比べて少ないので、コントロールはしやすいでしょう。曲がりくねったコースではとても楽しく、LFSで最も人気のある車のうちの1台です。 |Setuptip=低速コーナーでコントロールしやすいよう、少しルーズなセットアップが必要です。ダウンフォースを調整し、高速走行中にもリアにトラクションが掛かるようにしましょう。あまりパワーが多くないので、ほとんどのコースではウィングの角度はあまり立てない方が良いでしょう。 }} == Formula V8 == {{Car |Longname=Formula V8 |Shortname=FO8 |Image=FO8.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=3.0リッター V型8気筒 |kWPower=335 |bhpPower=450 |PowerRPM=9092 |NmTorque=385 |lbftTorque=284 |TorqueRPM=7422 |kgMass=600 |lbsMass=1323 |WRatio=559 |bhpRatio=762 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=125 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula 3000 レースカーをベースとした車です。この車はLFSで2番目に速い車ですが、最も難しい車です。この車をマスターすれば、ドライバーに素晴らしい功績を与えるでしょう。Formula One の車ではありませんが、この車はとても素晴らしい車です。パワーウェイトレシオを見て下さい!加速は信じられないほどに素晴らしく、ドライバーを3Gの世界へと導きます。停止時には痛みを感じる程の減速を見せるでしょう。度胸のある人のみ運転して下さい! |Setuptip=あまりアンダーステアに振る必要はありません。リアにしっかりとトラクションが掛かるよう、ダウンフォースを調整しましょう。高い空気圧はこの車ではよく働くでしょう。 }} == BMW Sauber F1 (Formula One) == {{Car |Longname=BMW Sauber F1 (Formula One) |Shortname=BF1 |Image=BF1.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.4リッター V型8気筒 |kWPower=537 |bhpPower=720 |PowerRPM=19036 |NmTorque=284 |lbftTorque=209 |TorqueRPM=16797 |kgMass=530 |lbsMass=1169 |WRatio=1012 |bhpRatio=1378 |WeightDistF=46.3 |WeightDistR=53.7 |Fuel=95 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=本物の[http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]です。どこを取っても信じられないほどに速いです。この車を運転するには、あなたは自分の能力を限界まで引き出す必要があります。あなたはもうシフターを使う必要はありません。- この車の電子制御は、あなたが今まで行ってきたどれよりも素早くギアを変えます。 |Setuptip=硬いサスペンションにするのが最も良いでしょう。スプリングを必要としない程にタイヤが良い働きをします。アンチロールバーも硬く設定して構いません。ハンドリングを損なうことなくセッティングできるでしょう。全てのパワーを使い切る為には、トラクションを稼ぐ必要がある為、ウィングはより立てた状態にしてください。トラクションコントロールはあなたが熱くなりすぎないようにするのにとても便利でしょう。初心者の方には 4% が良い値となるでしょう。ハードコアなプレイヤーはこれをオフにすることが多いです。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:Single-Seaters]] [[hu:Autók:Együléses]] cd71c37ea3832e2d68e8971e39aaeed0d63b9b79 クラスなし 0 1491 2278 2230 2017-02-23T15:51:12Z Skylinekakkoii 57 wikitext text/x-wiki これらの車はLFSの他のどのクラスにも当てはまらないので、ワンメインクレースで使われることが多いです。 == LX4 == {{Car |Longname=LX4 |Shortname=LX4 |Image=LX4.jpg |Drive=フロントエンジン リアドライブ |Engine=1.3リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8227 |NmTorque=131 |lbftTorque=97 |TorqueRPM=6891 |kgMass=499 |lbsMass=1101 |WRatio=210 |bhpRatio=286 |WeightDistF=46.0 |WeightDistR=54.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=499kgととても軽量なLX4は、S1の曲がりくねったコースではその速さを存分に発揮します。兄弟車であるLX6と比べると、LX4は乗りやすく、ビギナーがLXシリーズの車を学ぶのに適しています。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.0リッター 直列4気筒 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=35 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=LFSにおいてもっともパワーのないマシンですが、楽しさは損なわれていません。速度差が少ない接近したレースが展開されることでしょう。しかし、速度域の高いコースには適していません。 |Setuptip=アンチロールバーが搭載されていないので、スプリングを普段より硬めに設定しましょう。これはタイヤの温度を上げるのにも役立ちます。リアタイヤにはたくさんの空気を入れておかないと、アンダーステアに悩まされることでしょう。 }} == Volkswagen Scirocco == {{Car |Longname=Volkswagen Scirocco |Shortname=VWS |Image=VWStemp.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=147 |bhpPower=198 |PowerRPM=5738 |NmTorque=280 |lbftTorque=206 |TorqueRPM=4164 |kgMass=1262 |lbsMass=2782 |WRatio=117 |bhpRatio=159 |WeightDistF=66.4 |WeightDistR=33.6 |Fuel=50 |FrontSusp=N/A |RearSusp=N/A |Information=三代目フォルクスワーゲン シロッコの200bhpモデルです。公式ライセンスを受けて2008年にLFSへ収録予定でしたが、残念ながらまだ追加されていません。追加されれば、LFSで二番目に速いフロントドライブの車です。 |Setuptip=まだ追加されていません。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:Unclassified]] [[hu:Autók:Besorolatlan]] aeee56951a6f9958572e25c3b22279ff65f08680 TBOクラス 0 1523 2281 2223 2017-02-23T15:51:54Z Skylinekakkoii 57 wikitext text/x-wiki 約205bhp/トンの過給機付きスポーツクーペが揃ったクラスです。FF、FR、AWDの各駆動形式が1台ずつあります。 == XR GT Turbo == {{Car |Longname=XR GT Turbo |Shortname=XRT |Image=XRT.jpg |Drive=フロントエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=184 |bhpPower=247 |PowerRPM=6035 |NmTorque=345 |lbftTorque=255 |TorqueRPM=3896 |kgMass=1223 |lbsMass=2696 |WRatio=151 |bhpRatio=205 |WeightDistF=51.0 |WeightDistR=49.0 R |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=XR GTを手に取り、エンジンをキリのいい2リッターに載せ換え、おまけにターボチャージャーをボンネットの中に収め、厳ついボディーキットを与えたら、XR GT Turboが生まれました。忌まわしいターボラグがあるにもかかわらず、特徴的なパワー感とハンドリングに慣れてしまえば、この車はとても運転しやすい車です。古いドライバーはまだこの車のことをGTTと呼んでいるでしょう。 |Setuptip=この車をコントロールするのには、弱アンダーステアになるようにセットアップすることが必要です。ターボラグを先読みできるようになれば、この車は少しパワフルになったXR GTと考えて問題ありません。 }} == RB4 GT == {{Car |Longname=RB4 GT |Shortname=RB4 |Image=RB4.jpg |Drive=フロントエンジン 4輪駆動 |Engine=2.0リッター ターボ 直列4気筒 |kWPower=181 |bhpPower=243 |PowerRPM=6035 |NmTorque=340 |lbftTorque=251 |TorqueRPM=3896 |kgMass=1210 |lbsMass=2667 |WRatio=150 |bhpRatio=204 |WeightDistF=56.0 |WeightDistR=44.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=LFSで唯一のAWDの駆動方式を持つロードスポーツカーです。AWDであることから、この車はラリーコースにおいて最も理想的な車です。RB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 |Setuptip=アンダーステアがあなたの敵です。サスペンションは必要な分だけ変更し、トルク配分はスロットルで向きを変えることができるよう、後側に振るようにしましょう。これはタイヤの加熱や摩耗に対しても良い効果をもたらします。 }} == FXO Turbo == {{Car |Longname=FXO Turbo |Shortname=FXO |Image=FXO.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.9リッター ターボ 水平対向4気筒 |kWPower=175 |bhpPower=234 |PowerRPM=6357 |NmTorque=305 |lbftTorque=224 |TorqueRPM=4336 |kgMass=1136 |lbsMass=2504 |WRatio=154 |bhpRatio=210 |WeightDistF=57.0 |WeightDistR=43.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=S1の中でも人気な車です。コントロールしやすく、楽しく、速い、前輪駆動の車です。太いタイヤと軽量なボディがコーナリング性能を保証します。しかし、しばらくするとそのエンジンノイズにうんざりしてくるでしょう。XRTと同じくらい速いです。 |Setuptip=デフォルトのセットアップでもバランスがよく、充分コントロールしやすいため、あまりいじり過ぎない方が良いでしょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:TBO]] [[hu:Autók:TBO]] f30d455d2143cbce94f7ff2b4b2cff795acbcee8 FWD GTRクラス 0 1526 2282 2231 2017-02-23T15:52:10Z Skylinekakkoii 57 wikitext text/x-wiki 約300bhp/トンのFFレースカークラスです。 == XF GTR == {{Car |Longname=XF GTR |Shortname=XFR |Image=XFR.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター 直列4気筒 |kWPower=172 |bhpPower=230 |PowerRPM=7219 |NmTorque=260 |lbftTorque=192 |TorqueRPM=5125 |kgMass=840 |lbsMass=1851 |WRatio=204 |bhpRatio=279 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=70 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=皆さんのお待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、「パワーアンダーステア」というフレーズを教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。 |Setuptip=フロントタイヤのホイールスピンがこのクラスの車の主な悪い点です。サスペンションを柔らかく設定し、デフの加速側を出来るだけ効かせましょう。減速側は弱めに設定し、弱オーバーとなるようにセッティングしましょう。フロントホイールのトーはゼロのままにし、タイヤの空気圧は出来る限り下げましょう。一般的には空気圧を下げると、タイヤは発熱しやすくなりますが、発熱することでよりグリップしてホイールスピンを減らすため、結果としてタイヤの発熱はさほど大きくなりません。 }} == UF GTR == {{Car |Longname=UF GTR |Shortname=UFR |Image=UFR.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.4リッター 直列4気筒 |kWPower=134 |bhpPower=180 |PowerRPM=8227 |NmTorque=178 |lbftTorque=131 |TorqueRPM=5871 |kgMass=600 |lbsMass=1322 |WRatio=223 |bhpRatio=304 |WeightDistF=62.0 |WeightDistR=38.0 |Fuel=60 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=ライバルであるXF GTRに対してパワーが少ない分、こちらは車重が軽くなっています。曲がりくねったコースではXF GTRよりも速いですが、残念ながらストレートでは負けてしまいます。こちらもスムーズな運転が必要となります。この車に乗れば、「小さい車はつまらない」などと口にすることはなくなるでしょう。 |Setuptip=ほとんど同じですので、XF GTRのコツをご参照ください。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:FWD GTR]] [[hu:Autók:FWD GTR]] 5af6dfdb4088c24462a86d826576c4ec7d328300 FRクラス 0 1489 2283 2225 2017-02-23T15:52:21Z Skylinekakkoii 57 wikitext text/x-wiki 約125bhp/トンの、FFホットハッチとFRスポーツクーペのクラスです。 どちらの車もDemoライセンスで運転することができます。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.3リッター直列4気筒 |kWPower=86 |bhpPower=115 |PowerRPM=7031 |NmTorque=130 |lbftTorque=96 |TorqueRPM=5438 |kgMass=942 |lbsMass=2076 |WRatio=91 |bhpRatio=124 |WeightDistF=56.9 |WeightDistR=43.1 |Fuel=45 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=初心者、上級者どちらにとっても素晴らしい車です。LFSの中で、初心者から上級者までXF GTIほど一般的に使われている車は他にはありません。 セッティングの調整に敏感に反応し、その安定したシャーシはドライバーに限界までプッシュさせる貴重なレッスンを与えます。 |Setuptip=デフを固めすぎないでください。XF GTiは2ウェイデフを持っていないので、固めすぎるとパワーダウンやアンダーステアに繋がるでしょう。 }} == XR GT == {{Car |Longname=XR GT |Shortname=XRG |Image=XRG.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列4気筒 |kWPower=104 |bhpPower=140 |PowerRPM=5988 |NmTorque=187 |lbftTorque=138 |TorqueRPM=4512 |kgMass=1150 |lbsMass=2536 |WRatio=91 |bhpRatio=124 |WeightDistF=52.0 |WeightDistR=48.0 |Fuel=65 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=限界付近で後輪駆動車を運転する練習をするのに最適な車です。ほとんどのテールハッピーなドライバーを喜ばせるだけのパワーはありますが、全ての立ち上がりで満足させるほどではありません。LFSに存在する、もっと恐ろしい車を乗りこなすための道を開いてくれる車です。[[車:FRクラス#XF_GTI|XF GTi]]といい勝負になりますが、(直線では) こちらの方が少しだけ速いでしょう! |Setuptip=パワーオーバーステアを出すにはパワーが足りない車なので、ニュートラルステアに近いセットアップが良いでしょう。アクセル調整で曲がれるよう、デフを固めましょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:FR]] [[hu:Autók:FR]] 4d734d377365aba6768cee436346fe229ba22f40 South City 0 1528 2285 2241 2017-02-23T15:52:46Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:SCHiRes.jpg|thumb|コースの一部であるSouth City highway]] 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。 6つの設定と逆走設定があります。これらは始めたばかりのドライバーはもちろん、熟練したドライバーにとっても素晴らしいコースとなっています。 == Classic == [[Image:SO T2 sunset hires.jpg|thumb|タイトなClassicの2コーナー]] {{Track |Longname=South City Classic |Shortname=SO1 |Trackmap=[[Image:SO1.jpg|none|300px]] |kmLength=2.0 |miLength=1.2 |Description=LFS S1で最も人気のあるコースのうちの一つです。South Cityのストリートの中で行う、短く高速なコース設定です。壁に囲まれた、バス停の形をした2つのシケインがコースの途中にあることがこのコースの特徴です。ここを出来るだけ速く立ち上がることは、バックストレートでの速度を稼ぐために重要で、難しい要素となっています。綺麗な長いコーナーを抜けると、スターティングストレートがあなたを待っています。}} == Sprint Track 1 == {{Track |Longname=South City Sprint Track 1 |Shortname=SO2 |Trackmap=[[Image:SO2.jpg|none|300px]] |kmLength=2.0 |miLength=1.2 |Description=短いコース長であるにもかかわらず、このコースは2つの長いストレートを持っています。オーバーテイクが簡単なので、レースに使うには素晴らしいコースといえます。スプリントコースなので、タイヤ交換やダメージ修理のためにピットに入ることができません。ですので、このコースでは気を付けて運転しましょう。}} == Sprint Track 2 == [[Image:SO3 pits cloudy hires.jpg|thumb|Sprint Track 2 のピットレーンとスタート/フィニッシュ ストレート]] {{Track |Longname=South City Sprint Track 2 |Shortname=SO3 |Trackmap=[[Image:SO3.jpg|none|300px]] |kmLength=1.3 |miLength=0.8 |Description=これはLFSの舗装コースの中で最も短いコースです。しかし、その長さにもかかわらず、トリッキーなコーナーがたくさんそろっています。従って、オーバーテイクを何回も行うことは難しいでしょう。このコースの特徴はスタート後の連続したコーナーと、最終コーナー手前のバンピーなブレーキングゾーンです。ここでバランスを保ち続けるのはとても難しいです。ピットエリアがありますが、これはスタート時にのみ使用可能で、ピットストップを行うことはできません。Sprint Track 1と同じく、このコースもスプリントコースです。}} == City Long == {{Track |Longname=South City City Long |Shortname=SO4 |Trackmap=[[Image:SO4.jpg|none|300px]] |kmLength=4.0 |miLength=2.5 |Description=名前が示す通り、これは最も長いSouth Cityのコース設定です。最初のセクションはClassic、2つ目のセクションはSprint Track 2、そして最後はSprint Track 1のコースを通ります。このコースで速いということは、全てのSouth Cityのコース設定で速いということを意味します。}} == Town Course == {{Track |Longname=South City Town Course |Shortname=SO5 |Trackmap=[[Image:SO5.jpg|none|300px]] |kmLength=3.1 |miLength=1.9 |Description=このコースはCity Longとよく似ています。違いは最後のセクションのみで、タイトのヘアピンの後はClassicと同じように長いストレートを通ります。Classicの'バス停'セクションが苦手だけど、他の部分を練習したいという方はこちらのコース設定を使うとよいでしょう。ただし、Sprint Track 2の曲がりくねったセクションがあることを忘れないで下さい。}} == Chicane Route == {{Track |Longname=South City Chicane Route |Shortname=SO6 |Trackmap=[[Image:SO6.jpg|none|300px]] |kmLength=2.9 |miLength=1.8 |Description=このコースはCity LongからSprint Track 2を引いたコースです。ノーマル設定では、他のSouth Cityのコース設定とは反対の方向に走るよう設定されています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:South_City]] [[es:Tracks:South_City]] [[de:Strecken:South_City]] [[it:Piste:South_City]] [[hu:Pályák:South City]] [[ru:Трассы:South City]] 25584bacf82d5d8feb8ec2f7e40c973d6cca6978 Kyoto Ring 0 1521 2286 2202 2017-02-23T15:52:59Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:KYHiRes.jpg|thumb|Kyoto Ring]] 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。コース設定は様々な状態へと変えることができます。ここでは遅いレースと速いレースのどちらも楽しめるでしょう。 == Oval == {{Track |Longname=Kyoto Ring Oval |Shortname=KY1 |Trackmap=[[Image:KY1.jpg|300px]] |kmLength=3.0 |miLength=1.9 |Description=傾斜のきついバンクのついたLFSでもっとも速度域の高いトライオーバルコースです。3つ目の最終コーナーが最も遅く、バンク角も最も小さいです。 スタートラインの直線はわずかに曲がっており、注意して走行しないとクラッシュを招きます。スリップストリームや、燃料とタイヤの戦略がこのサーキットでは最も大きな役割を果たすでしょう。}} == National == {{Track |Longname=Kyoto Ring National |Shortname=KY2 |Trackmap=[[Image:KY2.jpg|300px]] |kmLength=5.1 |miLength=3.2 |Description=このコースの一部は、(基本的にはロングワイドストレートとカウントされますが) オーバルとなっています。しかし、それ以外の部分はとても狭く曲がりくねっています。}} == GP Long == {{Track |Longname=Kyoto Ring GP Long |Shortname=KY3 |Trackmap=[[Image:KY3.jpg|300px]] |kmLength=7.4 |miLength=4.6 |Description=この設定では専用のピットエリアとメインストレートを持っています。オーバルは1コーナーしか使いませんが、それ以外にもとても速度域の高い直線ととてもゆるやかなカーブを持っています。LFSで最も長いコースの1つです。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Kyoto_Ring]] [[it:Piste:Kyoto_Ring]] [[hu:Pályák:Kyoto Ring]] [[ru:Трассы:Kyoto_Ring]] d8587a62c268e22a865d164bbfb9832f0246ec66 サーキット:Autocross 0 1502 2287 2151 2017-02-23T15:53:34Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:AutoxLX6.jpg|thumb|オートクロスコースにおける LX4 のレース]] [[Image:DragPictureS1.jpg|thumb|ドラッグコースに並ぶS1の車たち]] Autocross は Test Area としても知られており、閉鎖されたサーキットを持たないエリアです。その代わりに、ここではセットアップテストや、オートクロスエリアやスキッドパッドでの自由なレース、そしてドラッグレースが行われます。また、ここは[[オートクロス#オートクロスエディタ|オートクロスエディタ]]を使うのに最適な場所です。広く開けた空間はあなたのコース作りに大いに役立つでしょう。 == Autocross == {{Track |Longname=Autocross |Shortname=AU1 |Trackmap=[[Image:AU1.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=ここは主にオートクロスコースを作るのにデザインされた二個目のエリアです。太いLのような形をしています。あなたの想像力がここのコースの楽しさを生み出すでしょう。}} == Skid Pad == {{Track |Longname=Autocross Skid Pad |Shortname=AU2 |Trackmap=[[Image:AU2.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=あなたの車のグリップ力を試したいですか? あなたのセットアップは完璧なコーナリングをこなせますか? Skid Pad はそれらを試す場所です。しかし、それ以外にやることはありません。ここにずっといてもあなたをフラつかせるだけです。}} == Drag Strip == {{Track |Longname=Drag Strip |Shortname=AU3 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=1/4マイル (402m) の直線です。2人のプレイヤーが、1対1でそのスロットルコントロールとシフトスピードをフルに生かしてレースできる場所です。}} == 8 Lane Drag == {{Track |Longname=8 Lane Drag |Shortname=AU4 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=Drag Stripと全く同じですが、こちらでは8人のドライバーが同時に走ることができます。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 他言語へのリンク --> [[de:Strecken:Autocross]] [[en:Tracks:Autocross]] [[es:Circuitos:Autocross]] [[hu:Pályák:Autocross]] [[it:Piste:Autocross]] [[ru:Трассы:Autocross]] faefcea371d03c652452067fe46046ff957548ef Rockingham 0 1501 2288 2240 2017-02-23T15:53:58Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:ROK VWS7.jpg|thumb|300px|Rockingham のピットレーン]] [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 == ISSC == {{Track |Longname=Rockingham ISSC |Shortname=RO1 |Trackmap=[[Image:RO1-Pits.png|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=説明は準備中です...}} == National == {{Track |Longname=Rockingham National |Shortname=RO2 |Trackmap=[[Image:RO2-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です....}} == Oval == {{Track |Longname=Rockingham Oval |Shortname=RO3 |Trackmap=[[Image:RO3-Pits.png|300px|none]] |kmLength=2.4 |miLength=1.5 |Description=説明は準備中です...}} == ISSC Long == {{Track |Longname=Rockingham ISSC Long |Shortname=RO4 |Trackmap=[[Image:RO4-Pits.png|300px|none]] |kmLength=3.3 |miLength=2.0 |Description=説明は準備中です....}} == Lake == {{Track |Longname=Rockingham Lake |Shortname=RO5 |Trackmap=[[Image:RO5.png|300px|none]] |kmLength=1.0 |miLength=0.7 |Description=説明は準備中です...}} == Handling == {{Track |Longname=Rockingham Handling |Shortname=RO6 |Trackmap=[[Image:RO6-Pits.png|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=説明は準備中です...}} == International == {{Track |Longname=Rockingham International |Shortname=RO7 |Trackmap=[[Image:RO7-Pits.png|300px|none]] |kmLength=3.9 |miLength=2.4 |Description=説明は準備中です...}} == Historic == {{Track |Longname=Rockingham Historic |Shortname=RO8 |Trackmap=[[Image:RO8-Pits.png|300px|none]] |kmLength=3.6 |miLength=2.2 |Description=説明は準備中です...}} == Historic Short == {{Track |Longname=Rockingham Historic Short |Shortname=RO9 |Trackmap=[[Image:RO9-Pits.png|300px|none]] |kmLength=2.2 |miLength=1.4 |Description=説明は準備中です...}} == International Long == {{Track |Longname=Rockingham International Long |Shortname=RO10 |Trackmap=[[Image:RO10-Pits.png|300px|none]] |kmLength=4.1 |miLength=2.5 |Description=説明は準備中です...}} == Sportscar == {{Track |Longname=Rockingham Sportscar |Shortname=RO11 |Trackmap=[[Image:RO11-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です...}} {{サーキット}} <!-- カテゴリ --> [[Category:S3サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Rockingham]] [[hu:Pályák:Rockingham]] [[it:Piste:Rockingham]] [[ru:Трассы:Rockingham]] 0f7a16a8b02110d5daf29488aae3bd1282666538 Blackwood 0 1496 2289 2140 2017-02-23T15:54:11Z Skylinekakkoii 57 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:BL1HiRes.jpg|thumb|シケインの後の長いBlackwoodバックストレート]] [https://www.lfs.net/tracks/BL Blackwood サーキット]は、2つのオンロードコースと1つのラリークロスコースをもつ、イングランドの田舎を想定したサーキットです。 このサーキットはブラインドコーナーや、シケイン、低速コーナーから高速コーナーまで、様々な要素を持っていることから、多用途なサーキットとして知られています。 == GP Track == {{Track |Longname=Blackwood GP |Shortname=BL1 |Trackmap=[[Image:BL1.jpg|300px|none]] |kmLength=3.3 |miLength=2.1 |Description=BlackwoodサーキットはLFSの歴史の中で、三度に渡り刷新されてきました。1つはS2バージョンの始まりに、1つはパッチYに、そしてもう1つはバージョン0.6Rです。<br />S2バージョンでは、より良いピットレーンが追加され、いくつかの大きなバンプが削除されました。そしてパッチYでは、設備の向上やシケインのタイト化などが図られました。<br />バージョン0.6Rでは全てのBlackwoodの環境が刷新されました。<br />タイトなシケインが長くワイドなものに変わったとはいえ、Blackwoodの基本的な要素はスポイルされていません。タイトなヘアピン(最初のコーナー)、長いストレートやS字コーナーはBlackwoodの見た目とフィーリングを特徴づけています。}} == Historic == {{Track |Longname=Blackwood Historic |Shortname=BL2 |Trackmap= |kmLength=3.3 |miLength=2.1 |Description=1コーナーの後のシケインがない以外は、GP Trackと同じコースです。}} == Rallycross == [[Image:BL2 clear hires.jpg|thumb|Blackwood Rallycrossコースの泥の中を走り抜ける車たち]] {{Track |Longname=Blackwood Rallycross |Shortname=BL3 |Trackmap=[[Image:BL2.jpg|300px|none]] |kmLength=1.8 |miLength=1.2 |Description=このコースはとてもワイドで、スターティンググリッドから3ワイドになることもあるラリークロスレースには理想的と言えます。たくさんのオーバーテイクスポットがあります。<br />このコースで難しいのは、泥のセクションにある、小さな丘とバンプです。サスペンションとクラッチにダメージが入らないように気を付けましょう。<br />とにかく車を安定させることがあなたのメインタスクです。<br />50%がアスファルトで、50%がグラベルコースです。}} == Car Park == {{Track |Longname=Blackwood Car Park |Shortname=BL4 |Trackmap=[[Image:BL4.jpg|250px|none|border]] |kmLength=N/A |miLength=N/A |Description=大きな駐車場です。オートクロスコースを作ったり、駐車を学ぶには最適な場所です。}} {{サーキット}} <!-- カテゴリ --> [[Category:Demoサーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Blackwood]] [[it:Piste:Blackwood]] [[hu:Pályák:Blackwood]] [[ru:Трассы:Blackwood]] 2b5187bcec7c2985c561c0db13f9fabd4949de14 レーシング ホイール 0 1446 2290 1950 2017-02-24T00:19:07Z Skylinekakkoii 57 最新版コピー、一部翻訳、G27を生産終了リストに移動 wikitext text/x-wiki == ステアリングコントローラへの共通ガイド == 多くのシミュレーサーが抱える共通の疑問が、'''どのステアリングコントローラを入手すればいいか'''ということです。 ステアリングコントローラを購入するのは、LFSのフィーリングを向上させる最も簡単な方法であり、またどの車がより良い車で、レースやドリフトに向いているのかを理解する助けになります。 安いステアリングコントローラを買うこともできますが、これらは基本的にクオリティが低いです。予算に余裕があるのであれば、少々より良いコントローラを手に入れましょう。 また、中古のコントローラもたくさん出回っています。これらを買うことも良い方法でしょう (しかし、前のユーザーが激しく扱っていたりすると寿命が短くなる原因となる可能性がある点に注意してください)。とても安いものであれば、1000円程度(送料別)で選ぶこともできます。安いコントローラは、あなたが本格的にLFSを始めたいかどうかを決定するのに役に立ちます。 現在のほとんどのステアリングコントローラはペダルユニットと共に販売されています。これらは基本的にアクセルとブレーキの2ペダルで構成されています。いくつかのコントローラはクラッチペダルを持っていることがありますが、価格が高いことが多いです。 Some have FFB (Force Feedback), which relays bumps in the road through the wheel as a vibration, or the wheels turning (as you would often feel up the steering column), I.E. as the tyres slide the wheel in a real cars turn as the wheels follow the path of least resistance - FFB makes sure the same thing happens to your wheel, and gives invaluable feedback, you can feel as the car’s tyres start to let go. It sounds like a gimmick, but it is very useful! Not to be confused with Vibration, which just shakes when you hit something like a console - FFB is fully (and very well) supported in LFS, while vibration (aka "Rumble Effect") isn't because it would give very little extra immersion (ie after hitting a tree in real life your wheel doesn't shake!). Rotation is the last part where wheels differ. It is measured from lock to lock. Some wheels have 900° (that's 2 and a half turns), some have 240° and some have 180°, 900° is the most natural (although most standard road cars use 720° or less), but 240° works fine, and many WR holders use 180° so they don't need to pass the wheel through their hands, and so that they can quickly dial in the correct amount of steering, however you can be easily competitive with 540° or 720°. The LFS road cars have 720° of lock, you can use more or less, and is adjustable in the Logitech Profiler (assuming its a Logitech wheel, and out of those you can only change the rotation on the DFP and G25, however you can go from 90°-900°). LFSは回転角、フォースフィードバック、クラッチやHパターンシフターなど様々な機能に対応しています。パッチYからは、クラッチの加熱やエンストなどが再現されるようになりました。 === Logitech Driving Force GT === [[Image:Driving Force GT.jpeg|right|thumb|Logitech Driving Force GT]] このコントローラは900°の回転角を持っています。グランツーリスモ5 プロローグ が同梱されているものを見つけることが多いコントローラです。同梱されているからといって、それだけにしか使えない訳ではありません。LFSを含んだ、他のゲームでも完璧に動作します。GTロゴはただのマーケティング戦略です。このコントローラはG25/G27よりも安い、Driving Force Proの後継機です。フォースフィードバックが向上し、ボタンがいくつか増えた以外はDFPとそれほど違いはありません。操作が疑わしいペダルはまだ健在です。PCでこのコントローラを使うには、Logitech Game Profilerをインストールする必要があります。まともで安いステアリングコントローラをお探しの方は、中古のDFPを選ぶと良いでしょう。Available new at about £70 (~$110) these are good value, but not was good value as a DFP. The RRP is £100 (~$156.41) and that is the price you would pay if you bought it from somewhere like Argos. [http://gaming.logicool.co.jp/ja-jp/product/driving-force-gt-gaming-wheel メーカーHP] {{-}} == 生産終了品 == === Logitech Driving Force === [[Image:Driving Force.jpg|right|thumb|Logitech Driving Force]] This wheel has vibration (for PS2) and force feedback (on the PC, once the Wingman drivers are installed). It has 180° of rotation lock to lock. It's out of production, and as such seems to command £35 (~$70) new, which seems very high (compared to Logitech's other offerings), and is really only worth getting around the £20 (~$40) mark. This wheel is compatible with some older PlayStation 2 games before the Driving Force Pro became available.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:Driving Force EX.jpg|right|thumb|Logitech Driving Force EX]] === Logitech Driving Force EX === This is a fairly good beginners wheel that works with PC and PS2. It has 180 degree steering, 16 fully programable buttons, plus a d-pad making this wheel suitable for other games aswell as LFS. You would be looking at £20-40 to buy one. Overall the Microsoft Sidewinder is a better wheel for PC.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:MOMO Force Red.gif|right|thumb|The red Logitech MOMO Force.]] === Logitech MOMO Force ("The Red MOMO") === Essentially similar to the Logitech MOMO Racing, the only real difference is that it is seemingly made from better materials. It is rare, and therefore can be quite expensive on sites like eBay, it came out before the MOMO racing and is now out of production. Although better than the MOMO, it's not as good as the DFP or G25. <br clear="all" /> [[Image:Momo.jpg|right|thumb|The black Logitech Momo Racing.]] === Logitech MOMO Racing === A very good wheel, 240° of rotation, 2 pedals and Force Feedback. Rev. B version versions that do not have the pedal problems that plague the Rev. A, although they can be fixed in a rather DIY manner. It currently sells for £50 new. It is sold on logitech.com for around $100, but they can be found on eBay and similar. This (and the DFP) are the best wheels for around £50 (~$100), however the general consensus is that the DFP is an all round better wheel.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=6030 Manufacturer site] <br clear="all" /> [[Image:DFP.jpg|right|thumb|The Logitech Driving Force Pro.]] === Logitech Driving Force Pro === This wheel has 900° of rotation. Like the Momo the Rev. A seems to have pedal problems, Rev B versions don’t have these issues though. Available new around £55 (~$110), while used should be cheaper. This and the MOMO are the best wheels for under £140 (~$280). This wheel has two pedals. Many used ones are on eBay after people have upgraded to the G25. This is a good wheel for a use with around £55 to spend. The only issue is that at 900° the motors will not physically let you turn the wheel quick enough to countersteer for things like drifting, however it will work at 240°. This wheel was not marketed as being compatible with the PC - it was sold as a wheel for the PlayStation 2, especially Gran Turismo 4, however, it works with PC - it just needs Logitech Profiler installed. It uses a standard USB connector and the GT4 branding was just a marketing ploy to bundle GT4 and this wheel. It will work in just as many games as the MOMO or other wheels will.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2250,CONTENTID=11097 Manufacturer site] {{-}} === Logitech G25 === {|align="right" |[[Image:G25-Wheel.jpg|right|thumb|200px|The Logitech G25 Wheel.]] |} {|align="right" |[[Image:G25-Gearpad.jpg|right|thumb|150px|The wheel's six-speed shift stick.]] |} 900° of rotation. Better FFB (Force Feedback) than the Momo and turns more than twice as fast as the DFP (a bugbear of the DFP - this wheel can turn so fast that if your fingers were to get in the way of the paddles when it turns full throttle it WILL hurt). This wheel has 3 pedals (clutch, brake and throttle) and comes with a full H-pattern, six-speed shift stick with a reverse gear. The stick can also be adjusted to sequential shifting. Put simply this is the best wheel unless you want to spend an extreme amount of money. Retails at around £140 (~$277). This wheel really is the top-dog for your "average" sim racer with a sensible budget. However, being a new wheel it has some problems - like the shifter malfunctioning, however Logitech support will repair this under warranty for you. The shift stick also makes a distinctive clicking sound even when shifting through gears in the H-pattern system which doesn't usually appear on a real manual transmission - some people may experience these clicking sounds quite unrealistic. However, this can be removed by sticking a piece of foam plastic in the spring attached to the shifter rod which pushes a small metal ball against a plate with 3 groves inside the assembly. One other problem is that the paddles are a solid bar from side to side, with a little flex, unlike 2 separate parts as on wheels like the DFP and Momo, this means that if you upshift (or downshift) in a certain way the shock will go through the paddles and you'll drop two gears in the other direction. Luckily, this only seems to happen if you "flick" the paddles, and provided you keep your hands on the wheel it shouldn't happen. Another problem, though, is that when you're on the straights on this game with this wheel, you would feel that there's absolutely no force feedback occurring. However, the wheel is still extremely realistic!<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11867 Manufacturer site] {{-}} === Logitech G27 === {|align="right" |[[Image:G27Wheel copy 300 dpi-lfsw.jpg|thumb|200px|Logitech G27]] |} {|align="right" |[[Image:G27Wheel BOBshifter 300 dpi.jpg|thumb|150px|G27の6速シフター]] |} Successor to G25. Also 900° of rotation like the G25. Better Force Feedback than the G25. This wheel also has 3 pedals (clutch, brake and throttle) and comes with a full H-pattern, six-speed shift stick with a reverse gear. One feature G27 lost, compared to G25, is the stick that could be adjusted to sequential shifting. If you want sequential shifting, with G27 you have to make do with the paddles behind the wheel. It lost some, but it gained some, more buttons on the wheel. Something the G25 was often criticized for, lack of buttons on the wheel.<br /> It IS possible to use the LEDs on the wheel with Live for Speed. You have to download a simple mod from [https://www.lfs.net/forum/thread/68510 LFS Forum].<br /> [http://www.logitech.com/index.cfm/gaming/wheels/devices/5184&cl=us,en Manufacturer site] {{-}} === Thrustmaster RGT Force Feedback with Clutch === Older and discontinued by Thrustmaster, but a fairly built, less expensive and great wheel. It has a great FFB effect and its pedals are quite good. The brake pedal is also harded to press down, like it should be in real-life. You should use the FFD_2009_v1 drivers instead of the new FFD_2016_v2 drivers, as the old one works perfect while the new one is completely messed up.<br /> [http://www.thrustmaster.com/en_US/products/rgt-force-feedback-pro-clutch-edition Manufacturer site] <br clear="all" /> === Microsoft Sidewinder Force Feedback wheel === [[Image:MS Sidewinder Red.jpg|right|thumb|The Microsoft SideWinder Force Feedback Wheel.]] Old and discontinued, but a good wheel, expect to pick one up from eBay for £10-£20, excluding postage (which, due to the size and weight of a wheel could easily be as much, if not more, than the wheel itself!). This wheel has 240° of rotation and FFB. A great first wheel if you are a casual LFS user, want a cheap wheel or are unsure of whether a wheel is for you or if you can get one of these quick and want to know if its worth waiting to get a DFP/G25 etc. It was made in USB or parallel gameport versions, gameport ones tend to be cheaper, but useless if you have no gameport, although you could pick up a sound card (which should come with a gameport) for £2 (~$4) (including postage) on eBay - if you plan on doing this method I recommend that you go for the Creative SoundBlaster Live! 5.1 as it features a gameport, is XP compatible, cheap (~£2 (~$4)) and has fairly decent sound quality. If you have the choice, pick the USB one as if you do come to sell it you should get a higher price for it.<br clear="all" /> == その他 == === インターネット注文のみ、組み立て必須の限定生産品 === {|align="right" |[[Image:Porsche 911 Turbo S Wheel-pwts front picture.jpg|right|thumb|The Fanatec Porsche 911 Turbo S Wheel.]] |} {|align="right" |[[Image:Porsche 911 Turbo S Wheel-pwts 012 1.jpg|right|thumb|150px|The wheel's shifter.]] |} ==== Fanatec Porsche 911 Turbo S ==== Fanatec's wheels are the only noteworthy competitors to G25/G27. Also 900° of rotation like the G25/G27. This wheel also has 3 pedals (clutch, brake and throttle) and comes with a full H-pattern, six-speed shift stick with a reverse gear and a separate sequential shifter.<br /> [http://www.fanatec.de/html/index.php?id=250&lang=en Manufacturer site] [http://www.fanatec.de/html/index.php?id=200&lang=en Other models from Fanatec] <br clear="all" /> {|align="right" |[[Image:T500RSwheel.jpg|right|thumb|Thrustmaster T500 RS Wheel]] |} {|align="right" |[[Image:TH8RSproduct.jpg|right|thumb|150px|Thrustmaster TH8 RS 7+1速 シフター (アドオン)]] |} {|align="right" |[[Image:FerrariF1WheelAddOn_2.jpg.png|right|thumb|150px|Thrustmaster Ferrari F1 Wheel Integral T500 ステアリング (アドオン)]] |} ==== Thrustmaster T500 RS & アドオン ==== "The T500 RS is a true racing simulator designed for the most die-hard racing fans: its power is unmatched, with Force Feedback effects relayed via a 65W industrial motor, providing 150mNm at 3000 RPM. The Force Feedback mechanism is vigorous, fast-acting and extremely responsive. While the power is potent, the integrated large dual-belt system ensures backlash-free and smooth behavior." Remember the phrase; "If you need to ask how much...." <br /> [http://www.thrustmaster.com/en_UK/products/t500-rs Manufacturer site] <br clear="all" /> {|align="right" |[[Image:BRD-Pro-ST.jpg|right|thumb|The BRD Sim-Pro ST Wheel.]] |} {|align="right" |[[Image:BRD-Pro-Speed7 pedals.jpg|right|thumb|150px|The wheel's pedals.]] |} ====Ball Racing Development BRD Sim-Pro ST ==== BRD mostly services companies that want complete simracing solutions, but service also end users. Remember the phrase; "If you need to ask how much...." <br /> [http://www.brdsim.com/product/controls/pro-st.html Manufacturer site] <br clear="all" /> {|align="right" |[[Image:FrexGP-simwheelfsn-800.jpg|right|thumb|The FrexGP SimWHEEL.]] |} {|align="right" |[[Image:FrexGP-wires and connectors.jpg|right|thumb|150px|This one goes here, but where does this go?]] |} ==== FrexGP ==== FrexGP sells addons and bolt-ons to wheels and do-it-yourself -type products for simracers. Remember the phrase; "If you need to ask how much...." <br /> [http://www.frex.com/gp/ Manufacturer site] <br clear="all" /> {|align="right" |[[Image:ECCI-6000 05 m.jpg|right|thumb|The ECCI TRACKSTAR 6000.]] |} ==== ECCI ==== ECCI sells high-end force feedback-less wheels some users swear by. Remember the phrase; "If you need to ask how much...." <br /> [http://ecci6000.com/ Manufacturer site] <br clear="all" /> {|align="right" |[[Image:Leo Bodnar wheel base.jpg|right|thumb|Leo Bodnar wheel base.]] |} {|align="right" |[[Image:Leo Bodnar wheel base 2.jpg|right|thumb|Leo Bodnar wheel base 2nd pic.]] |} ==== Leo Bodnar ==== "This is the business end of my humble test system at home. I think we can finally have this on the market this year. " このフレーズを覚えておいてください。「もしいくらするか聞く必要があるのであれば・・・。」 [http://www.leobodnar.com/ Manufacturer site] <br clear="all" /> === Wheels for specific needs === If for one reason or another (due to a disability or lack of space) you cannot use pedals, the Thrustmaster Ferrari Force Feedback wheel and Rallye GT Pro wheel have split paddles, the bottom half of each paddle being analogue when the pedals were not plugged in. The paddle shifters on the Logitech Driving Force are plastic levers with a large surface area which are easy to depress, and like the Thrustmaster wheels these also operate as analogue axes when the pedals are disconnected. [http://www.thomas-superwheel.com Thomas Enterprises] produce steering wheels with similar features. == ステアリングコントローラのトラブルシューティング == [[Image:Momo.jpg|thumb|The black Logitech Momo Racing.]] === Logitech DFP と Momo === It is not uncommon for mass-produced devices with moving parts to harbour a few gremlins and Logitech controllers are no exception. There are a few issues which many Logitech users have in common and some may be addressed by applying software patches or using new drivers and software written for just this purpose. While some problems may be hardware or design issues (therefore can't be fixed by software), others may be rectified by trying the software fixes available. If your controller shows signs of a shifting centre for example, you can try the official Logitech fix for that problem. Before you post your Logitech problems on the Live For Speed Forums please check out the [http://www.wingmanteam.com/ Wingman Team Web Site] first to see if others have had the same problems you are having. Try the new drivers and other fixes that relate to your controller and see if you can solve some of the common problems that other people also have with their controller. Other utilities can be found on the Wingman Team site including DX Tweak2 which works for other controllers too, not just Logitech ones. Please visit the site and try to fix your problems. This may save several similar topics being created here every time someone experiences a typical fault. Many people have reported that their controller issues were solved by patching their software or updating to newer versions. If all else fails then contact Logitech for a replacement controller (if your warranty has not yet expired). === ハードウェアの問題 === [[Image:Dfp.jpg|thumb|The inside of a DFP. Most wheel problems can be fixed without opening it.]] There are a few issues that can be identified that may lead to an under-performing controller. If your controller is still covered by the manufacturer's warranty it is wise to enquire about a replacement. Pulling your controller to pieces, or even removing one screw, will void your warranty so consider whether or not repairs are worth doing before becoming Dr Frankenstein. If you have no choices left then try [http://web.axelero.hu/mozso/momo_e5.html this] link. Although the site features a Momo, the information can be easily applied to the DFP as well. Replacement *pots, springs etc are not available separately. Special lubricant (grease) is used inside the controllers and you should be able to buy some from an electronics or hobby store. '''Normal lubricants are unsuitable and may corrode the plastic itself.''' * Try the software fixes listed above before assuming that you have a hardware problem. * If you are still covered by warranty, seek a replacement wheel from the manufacturer rather than repairing or modifying your controller. * If you dismantle or repair your controller you do so at your own risk. Damage to the controller or your person is your reponsibility. Don't forget to check our hardware section for more discussion on wheels and other controllers. ''Pot: Nickname for [http://en.wikipedia.org/wiki/Potentiometer potentiometer]. This is a small device used in analogue wheel/pedal or joystick that measures the movement of the wheel or pedal and sends signals to the PC so that your action can be reflected in the software.'' == LFSでのステアリングコントローラのフィーリングを最高のものにするために == === Logitechコントローラを正しくセットアップする === [[Image:LogitechSetup.jpg|thumb|LFS向けに作られたゲームプロファイルを用いて、正しく設定されたLogitech G25 wheelのスクリーンショット(Logitech MOMOをお持ちの方は、"degrees of rotation"設定を無視してください)]] Open up your Logitech Profiler and then the FFB (Force Feedback) settings window: either "Options" - "Global Device Settings" or if you are using game profiles "Edit" - "Specific Game Settings". Suggested settings are these (also shown in the screenshot): * ''Overall Effects Strength'' - Set to 101-105% (101% is good value). Due to problems inside the Logitech Profiler the FFB only starts to act linearly when set over 100%. You can always fine tune the level of FFB in LFS's [[Options#Controls|Options > Controls]] or you can adjust it "on the fly" while driving with the FFB (Force Feedback) shortcut keys.<br> * ''Spring Effect Strength'' - Set to 0%. It is Logitech driver based effect and practically LFS does not need this (confirmed by the game developer).<br> * ''Damper Effect Strength'' - Set to 0%. It is Logitech driver based effect and practically LFS does not need this (confirmed by the game developer).<br> * ''Enable Centering Spring'' / ''Centering Spring Strength'' - Uncheck the box (disable it) and set it to 0%. * ''Report Combined Pedals'' - Uncheck this option. Enabling this only gives you one pedal axis, meaning you can't use brake and throttle pedals properly. So disable it. * ''Degrees of Rotation'' - If your wheel provides this option, set it to the particular car's lock-to-lock angle (LFS lets you see this value in the car setup screen, under "Steering"). これらの設定はLogitechの全てのコントローラで動作するはずです。The settings in the Logitech Profiler might slightly differ from these instructions depending on your wheel model. '''注意''' Logitech G29 & G920をお使いの方は、最新のLogitech Gaming Softwareを使用する必要があります。それ以外のソフトウェアでは認識されないでしょう。 <!-- 他言語へのリンク --> [[de:Hardware]] [[en:Wheels]] [[hu:Kormányok]] b3fad261e3e280a18d863386b8aad7c714494bbc ファイルフォーマット 0 1460 2291 2187 2017-02-24T00:24:37Z Skylinekakkoii 57 最新版コピー wikitext text/x-wiki == DDS == [[Image:Dds.jpg|thumb]] Texture files So you want to edit LFS files that are in DDS format? Several textures in LFS are in DDS format including lights, interiors, track signage, seats, steering wheels and several other game and car components. To customise some textures in LFS You will need to edit the appropriate DDS file. DDS files can be handled by Paint Shop Pro and Photoshop after installing the DDS plugin which can be found here:<br> http://developer.nvidia.com/object/nv_texture_tools.html Although these files are hosted by Nvidia, they are not GPU-specific, so you can use them with any brand card. You don't need all of the files shown on that site. You can download a DDS viewer which can enable thumbnails in windows explorer or my computer and view them easily. There are various viewers available and all seem to work well enough. Grab the plugin if you want to edit DDS with one of the programs mentioned above. The DDS files can be found in your LFS/data/dds folder. There are a few things to be aware of before you begin: * Once you have changed the DDS file all of the cars of that type will show that file, the texture is used universally. For example, if you customised the interior of the XF GTi, then all XF GTi's in your sim will have the customised interior. Unlike you car skin, these files are used on every car of that type. * Be wary of texture size. Yes I know, you've got a fast PC and it can do anything except make your bed, but still be wary of texture size. The default textures in LFS work very well, replacing a 30KB texture with a 300KB texture will use more resources. It is very easy to overdo it so be sensible and back up your files first. * When you save your customised file you will probably be presented with some complicated save options. Just try the default settings, in other words: don't worry too much about all the bells and whistles. If the option to generate mip maps is not selected then select it first but it should be on by default in most cases. * There is a plugin that you will need and it works for Adobe Photoshop and Jasc (recently purchased by Corel) Paint Shop Pro only. Both of these programs use the same plugin file. There is a 3DS MAX plugin too, but MAX users check your version first to see if the plugin is even required. Please note that DDS files use an alpha layer in many cases. If you don't know what that means I suggest you consult your software's documentation and try experimenting with the DDS format files. Remember to save your files back into DDS format! == PTH == Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed. == TXT == Language Files Thanks to Eold, we have a translation utility program which makes it easier to make language packs. See the enclosed README.txt for more information.<br> http://www.lfs.net/file_lfs.php?name=LFSTranslator.zip == SET == Thanks to [[user:colcob|colcob]] for originally working this format out for v0.3H ([http://forum.rscnet.org/showthread.php?t=213190]), [[user:Bob Smith|Bob Smith]] for updating it for v0.5P([http://www.lfsforum.net/showthread.php?t=14477]), [[user:Woz|Woz]] for updating the bit field values for passengers, and back to [[user:Bob Smith|Bob Smith]] for updating it for v0.5X/Y. <pre>TYPES : ======= char : 1-byte ASCII character byte : 1-byte integer word : 2-byte unsigned integer float: 4-byte float Offset Type num Description ------ ---- --- ----------- 0 char 6 Description (always SRSETT) 6 byte 1 0 7 byte 1 LFS Internal Version (was 250 for ages, now 251) [ignore this number] 8 byte 1 File format version (currently 2) [check this number] 9 byte 3 0 12 byte 1 Bit 7 (Patch X Setup=1, older set=0) - used for pre-load handling Bit 2 (ABS On=1, Off=0) Bit 1 (Traction Control On=1, Off=0) Bit 0 (Asymmetrical On=1, Off=0) 13 byte 1 Unknown, seems to hold random values 14 byte 1 Handicap Mass Position 15 byte 1 Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar) 16 float 1 Brake Strength (Nm) 20 byte 1 Rear Wing Angle 21 byte 1 Front Wing Angle 22 byte 1 Voluntary Handicap Mass 23 byte 1 Voluntary Intake Restriction 24 byte 1 Max Steering Lock 25 byte 1 Parallel Steering 26 byte 1 Brake Balance 27 byte 1 Engine Brake Reduction 28 byte 1 Centre Diff Type (0=Open, 1=Viscous) 29 byte 1 Centre Diff Viscous Torque 30 byte 1 0 31 byte 1 Centre Diff Torque Split 32 word 1 Gear Ratio 7 (0 to 65536 = 0.5 to 7.5) 34 word 1 Gear Ratio Final (0 to 65536 = 0.5 to 7.5) 36 word 1 Gear Ratio 1 (0 to 65536 = 0.5 to 7.5) 38 word 1 Gear Ratio 2 (0 to 65536 = 0.5 to 7.5) 40 word 1 Gear Ratio 3 (0 to 65536 = 0.5 to 7.5) 42 word 1 Gear Ratio 4 (0 to 65536 = 0.5 to 7.5) 44 word 1 Gear Ratio 5 (0 to 65536 = 0.5 to 7.5) 46 word 1 Gear Ratio 6 (0 to 65536 = 0.5 to 7.5) 48 byte 1 Passenger (4 2bit fields). Passengers are located in the byte at the following locations 76|54|32|10 --+--+--+-- RR|RC|RL|FR The individual passenger types are identified as follows. 00 = None 01 = Male 10 = Female 49 byte 1 Car Config (roof on LX4/6 and UF1) 50 byte 1 Traction Control Slip (divide by ten) 51 byte 1 Traction Control Engage Speed 52 float 1 Rear Ride Height (NOT spring motion range) 56 float 1 Rear Spring Stiffness (N/mm) 60 float 1 Rear Compression/Bump Damping (N/mm) 64 float 1 Rear Rebound Damping (N/mm) 68 float 1 Rear Anti Roll Bar Stiffness (N/mm) 72 byte 4 0 76 byte 1 Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg) 77 byte 1 Rear Caster (i.e. always zero) 78 byte 1 Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 79 byte 1 0 80 byte 1 LR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 81 byte 1 RR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 82 byte 1 0 83 byte 1 Rear Diff Clutch Pack Pre-load (multiply by ten) 84 byte 1 Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 85 byte 1 Rear Viscous Torque 86 byte 1 Rear Power Locking 87 byte 1 Rear Coast Locking 88 word 1 LR Tyre Pressure (kPa) 90 word 1 RR Tyre Pressure (kPa) 92 float 1 Front Ride Height (NOT spring motion range) 96 float 1 Front Spring Stiffness (N/mm) 100 float 1 Front Bump/Compression Damping (N/mm) 104 float 1 Front Rebound Damping (N/mm) 108 float 1 Front Anti Roll Bar Stiffness (N/mm) 112 byte 4 0 116 byte 1 Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg) 117 byte 1 Front Caster (need to divide by ten) 118 byte 1 Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 119 byte 1 0 120 byte 1 LF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 121 byte 1 RF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 122 byte 1 0 123 byte 1 Front Diff Clutch Pack Pre-load (multiply by ten) 124 byte 1 Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 125 byte 1 Front Viscous Torque 126 byte 1 Front Power Locking 127 byte 1 Front Coast Locking 128 word 1 LF TyrePressure (kPa) 130 word 1 RF TyrePressure (kPa)</pre> == LYT == These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]). <pre>TYPES : ======= 1) short : 16 bit signed integer 2) word : 16 bit unsigned 3) char : 8 bit signed integer 4) byte : 8 bit unsigned FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- HEADER BLOCK : 6 char 0 LFSLYT : do not read file if no match 1 byte 6 version : do not read file if > 0 1 byte 7 revision : do not read file if > 251 1 word 8 num added objects : number of OBJECT BLOCKS 1 byte 10 laps : number 1 byte 11 flags : 3 in new files - see NOTE4 ......OBJECT BLOCKS OBJECT BLOCK : 1 short 0 X : position (1 metre = 16) 1 short 2 Y : position (1 metre = 16) 1 char 4 Zchar : height (1m = 4) - see NOTE3 1 byte 5 Flags : 0 for objects - see NOTE1 1 byte 6 Index : object index - see NOTE5 1 byte 7 Heading : heading - see NOTE2 NOTE1 : ------- How to distinguish between physical objects and control objects, like start positions, checkpoints, finish line and marshall circles. if (Index >= 192) // either a circle or an unknown object { if (Index==255) // it's a marshall circle { if (Flags & 0x80) // highest bit set : restricted area { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 1 : // 00 = no marshall // 01 = standing marshall // 10 = marshall pointing left // 11 = marshall pointing right // bits 2 to 6 : // radius in metres (1 to 31 - shifted left by 2 bits) } else // highest bit of flags is not set : route checker { // Heading is used not for heading, but the route index // bits 2 to 6 : // radius in metres (1 to 31 - shifted left by 2 bits) } } else { // unknown object - ignore } } else // could be an actual object or a control object { if (Flags & 0x80) // highest bit set : control object { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 1 : // 00 = Start position (if width = 0) or finish line (if width > 0) // 01 = Checkpoint 1 // 10 = Checkpoint 2 // 11 = Checkpoint 3 // bits 2 to 6 : // half width in metres (1 to 31 - shifted left by 2 bits) } else // highest bit of flags is not set : autocross object { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 2 : // Colour - only used for chalk (0-3) and tyres (0-5) } } NOTE2 : ------- Heading represents 360 degrees in 256 values. Heading = (heading_in_degrees + 180) * 256 / 360 128 : heading of zero 192 : heading of 90 degrees 0 : heading of 180 degrees 64 : heading of -90 degrees NOTE3 : ------- About Zchar, the approximate altitude : LFS does contact checks to place objects accurately on the ground. For output purposes : Zchar indicates the approximate altitude with a value from -80 (-20 metres) to 127 (31.75 metres). For input purposes : The ground check is performed with a test ray starting from 2 metres above Zchar. Using a value lower than 127 allows objects to be placed on the road below a bridge, for example. If you are creating objects from scratch and you are not sure of the approximate altitude, you can set Zchar to its maximum value (127). This will usually work unless there is a physical surface above the road where you are trying to place the object. NOTE4 : ------- If the file is saved in the most recent format, the two lowest bits of the flags byte must be set (total value 3). bit 0 : the file does not need correction for the Blackwood scaling bit 1 : the file does not need conversion for the new object indices Some very old layouts may not have bit 0 set. Layouts saved up to 0.5Z34 will not have bit 1 set. NOTE5 : ------- Object indices are now the same at all tracks. The first valid object index is 4 (AXO_CHALK_LINE). There are many gaps to allow for future objects. Valid object indices are all less than 192. AXO_NULL AXO_1 AXO_2 AXO_3 AXO_CHALK_LINE AXO_CHALK_LINE2 AXO_CHALK_AHEAD AXO_CHALK_AHEAD2 AXO_CHALK_LEFT AXO_CHALK_LEFT2 AXO_CHALK_LEFT3 AXO_CHALK_RIGHT AXO_CHALK_RIGHT2 AXO_CHALK_RIGHT3 AXO_14 AXO_15 AXO_16 AXO_17 AXO_18 AXO_19 AXO_CONE_RED AXO_CONE_RED2 AXO_CONE_RED3 AXO_CONE_BLUE AXO_CONE_BLUE2 AXO_CONE_GREEN AXO_CONE_GREEN2 AXO_CONE_ORANGE AXO_CONE_WHITE AXO_CONE_YELLOW AXO_CONE_YELLOW2 AXO_31 AXO_32 AXO_33 AXO_34 AXO_35 AXO_36 AXO_37 AXO_38 AXO_39 AXO_CONE_PTR_RED AXO_CONE_PTR_BLUE AXO_CONE_PTR_GREEN AXO_CONE_PTR_YELLOW AXO_44 AXO_45 AXO_46 AXO_47 AXO_TYRE_SINGLE AXO_TYRE_STACK2 AXO_TYRE_STACK3 AXO_TYRE_STACK4 AXO_TYRE_SINGLE_BIG AXO_TYRE_STACK2_BIG AXO_TYRE_STACK3_BIG AXO_TYRE_STACK4_BIG AXO_56 AXO_57 AXO_58 AXO_59 AXO_60 AXO_61 AXO_62 AXO_63 AXO_MARKER_CURVE_L AXO_MARKER_CURVE_R AXO_MARKER_L AXO_MARKER_R AXO_MARKER_HARD_L AXO_MARKER_HARD_R AXO_MARKER_L_R AXO_MARKER_R_L AXO_MARKER_S_L AXO_MARKER_S_R AXO_MARKER_S2_L AXO_MARKER_S2_R AXO_MARKER_U_L AXO_MARKER_U_R AXO_78 AXO_79 AXO_80 AXO_81 AXO_82 AXO_83 AXO_DIST25 AXO_DIST50 AXO_DIST75 AXO_DIST100 AXO_DIST125 AXO_DIST150 AXO_DIST200 AXO_DIST250 AXO_92 AXO_93 AXO_94 AXO_95 AXO_ARMCO1 AXO_ARMCO3 AXO_ARMCO5 AXO_99 AXO_100 AXO_101 AXO_102 AXO_103 AXO_BARRIER_LONG AXO_BARRIER_RED AXO_BARRIER_WHITE AXO_107 AXO_108 AXO_109 AXO_110 AXO_111 AXO_BANNER1 AXO_BANNER2 AXO_114 AXO_115 AXO_116 AXO_117 AXO_118 AXO_119 AXO_RAMP1 AXO_RAMP2 AXO_122 AXO_123 AXO_124 AXO_125 AXO_126 AXO_127 AXO_SPEED_HUMP_10M AXO_SPEED_HUMP_6M AXO_130 AXO_131 AXO_132 AXO_133 AXO_134 AXO_135 AXO_POST_GREEN AXO_POST_ORANGE AXO_POST_RED AXO_POST_WHITE AXO_140 AXO_141 AXO_142 AXO_143 AXO_BALE AXO_145 AXO_146 AXO_147 AXO_RAILING AXO_149 AXO_150 AXO_151 AXO_152 AXO_153 AXO_154 AXO_155 AXO_156 AXO_157 AXO_158 AXO_159 AXO_SIGN_KEEP_LEFT AXO_SIGN_KEEP_RIGHT AXO_162 AXO_163 AXO_164 AXO_165 AXO_166 AXO_167 AXO_SIGN_SPEED_80 AXO_SIGN_SPEED_50 AXO_170 AXO_171 AXO_172 AXO_173 AXO_174 AXO_175 AXO_176 AXO_177 AXO_178 AXO_179 AXO_180 AXO_181 AXO_182 AXO_183 AXO_184 AXO_185 AXO_186 AXO_187 AXO_188 AXO_189 AXO_190 AXO_191</pre> == DRV == These files contain the data on the AI drivers. This format was "discovered" around 0.3G, and it is unknown if they have been changed recently ([http://forum.rscnet.org/showthread.php?t=215013]). <pre>TYPES : ======= char : 1-byte ascii character byte : 1-byte integer word : 2-byte integer int : 4-byte integer, lowest byte first FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- 6 char 0 SRAINM : do not read file if no match 1 byte 6 unknown : 0x00 ? 1 byte 7 unknown : 0xF6 Version? 1 byte 8 num AIs : Number of AI Names in that file? 3 byte 9 unknown : 3 bytes unknown AI Data: Repeat (num AIs) times. 24 char 0 Name : AI's playername (Fill with 0x00) 8 char 24 Plate : Numberplate label (Fill with 0x00) 1 byte 32 Gender : 0x00 == Male, 0x01 == Female 3 byte 33 unknown : 3 bytes unknown</pre> == BANS == The file format of the bans file ([http://forum.rscnet.org/showpost.php?p=2426455&postcount=9]). <pre>Notes : The 64 bit "Time" values are obtained from GetSystemTimeAsFileTime. Meaning : number of 100-nanosecond intervals since January 1, 1601. One hour (HOUR_TIME) = 36000000000 Demo ban expiry : time - ban->Time > 12 * HOUR_TIME Name ban expiry : time - ban->Time > ban->BanHours * HOUR_TIME The bans are loaded into memory when : - the program starts up. The bans are saved to disk when : - bans are cleared - a new ban is added - the program exits file format ----------- 6 chars LFSBAN 1 byte 0 1 byte version (246 - do not read file if increased) 1 integer num_demo_bans [demo ban * num_demo_bans] 1 integer num_name_bans [name ban * num_name_bans] demo_ban -------- in_addr IP address __int64 Time name_ban -------- 24 chars user name __int64 Time integer BanHours integer Space</pre> {{ガイド}} <!-- 他言語へのリンク --> [[de:Dateiformate]] [[en:File Formats]] ded708f082eaeac27b154308653a3d7389b09fa2 応用ドライビングガイド 0 1473 2292 2168 2017-02-24T02:23:00Z Skylinekakkoii 57 一部翻訳 wikitext text/x-wiki == ドライビングのコツ == ''by Gentlefoot'' === 一貫性を持つことがスピードを上げる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. 一貫性はセットアップを調整する際に絶対に必要な事項です。When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[テレメトリー#Analyze_for_Speed|AnalyzeForSpeed]] === これは素晴らしいツールです。ワールドレコードを見ても、彼らがどのような速度でコーナーを抜けているのかなどが分からないときに、このツールが役に立ちます。 You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as though you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you. [http://www.ctd-racing.com/AFS/ Analyse for Speed Webサイト]<br /> [https://www.lfs.net/replay-analysers LFSのリプレイアナライザーのページ] === コーナー進入 === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. '''注意!''' 早すぎるシフトダウンをフロントドライブの車で行うと、エンジンにダメージを与える可能性があります。ダメージが蓄積されていくと、エンジンの出力に影響を与えていきます。エンジンダメージはピットストップを行うことで修理することができます。これは現在0秒で修理できるようになっていますが、エンジンダメージが主な理由としてピットストップをする必要がある場合はその時間が無駄になります。出来る限りエンジンダメージを与えないドライブを心掛けましょう。 === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === どんなサーキットでも、長いストレートの前のコーナーは最も重要なコーナーとなります。This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === できるだけ早い段階で加速する === 同じ車を使用しているのに、あなたより他の誰かがストレートで速いと思ったことはありませんか?それは恐らく、彼らがわずかにあなたより早くアクセルを踏んでいたからです。 コーナーのできるだけ早い場所 (可能であればエイペックスの前、どんなに遅くてもエイペックスの直後) でフルパワーを出せるように集中しましょう。Think about this when you are driving and you will knock seconds off your lap times. In a some cars with lower power, you can even get on the throttle half way through the turn. Using AnalyzeForSpeed you can see when the WR holders are getting on the power and compare that to your own best laps. Its amazing how early the fastest drivers get back on full throttle. === スプリットタイム === スプリットタイムを覚えておくと、そのセクションで特定のラインを使って通過した際に、遅いか速いかを比較することができます。 ワールドレコードのスプリットタイムを覚えておけば、どのセクションでより速く走ればいいのかが分かります。 === 速いプレイヤーを追いかける === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードをエミュレートする === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. <!-- 他言語へのリンク --> [[en:Advanced driving guide]] 900e62dae1ccc4ab6691be1fdb3bdaa10cb298c8 LFSについて 0 1434 2295 1942 2017-02-25T16:22:46Z Skylinekakkoii 57 最新版コピー 一部翻訳 wikitext text/x-wiki [[image:Multiplay.jpg|thumb|S2でFormula XRを使用してのインターネットマルチプレイレース]] [[image:Real.jpg|thumb|Live for Speed S2での素晴らしいタイヤ物理演算]] [[image:Setup.jpg|thumb|Choose between various setup settings]] [[image:LFS_800.gif|thumb|古いLFSロゴ]] [[image:Lfsveryold.jpg|thumb|最初期のLFSの開発バージョン]] [[image:Gtt miami.jpg|thumb|The GT Turbo in LFS v0.1 at an unpublished city track in Miami.]] Live for Speed is an online racing simulator developed by Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales). Its main features are the realistic physic engine and internet multiplayer with up to 40 players. The game is only sold at the official website http://www.lfs.net. You won't find it in any shops as the developers want to stay independent from any publisher, so they can include exactly the features they want to have in the game and do not have to change the game according to some manager's opinion. Starting as a demo in August 2002 more and more people tried the game and joined the internet community. With a lot of development progress the first stage (S1) of the game was published in July 2003. Two years later (2005) the S2 Alpha version was released and was under development with fresh new updates every 6 months to a year, not including test patches. Now the S3 license is available with Rockingham, a new laser scanned track (more content scheduled for the S3 license). VW Scirocco and a completely re-written tyre physics engine are planned for the future. The three developers have a close connection to the community and they frequently visit the official forum to get ideas of what the players want to see in the game. All the new updates to the game are accessible by the auto updater from within LFS. <!-- Live for Speedは、Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales)によって開発されたオンラインレーシングシミュレータである。主な特徴は、現実的な物理エンジンと最高32プレイヤーによるインターネットマルチプレイです。 ゲームはオフィシャルサイト http://www.lfs.net/ のみから購入することができる。(※日本では有志でパッケージ販売をされている方がおります)LFSをどんなお店でも見つけられないのは、開発者がパブリッシャーから独立していたいという意向があるからである。独立しているからこそ彼らがゲームで欲しい特徴を自由に含むことができ、マネージャの意見によってゲームを変える必要がないということです。 2002年8月にデモがスタートし、より多くの人々がゲームを試しそして、インターネットコミュニティーに加わりました。多くの開発過程を得て、Live for Speedの第一ステージ(S1)は2003年7月にリリースされました。 その2年後にS2 Alphaがリリースされ現在は開発途中である。 The three developers have a close connection to the community and you recently visit the official forum to get ideas what the players want to see in the game. The game is being developed all the time and new features are published in free patches. --> == 物理エンジン == The outer loop of the physics and environment checks run at 100 Hz, but with 20 uninterruptable sub-updates inside that (tight loop on each car) so in one sense it's 2000 Hz physics. == LFSの歴史 == * Sometime in 1999: Working on Lionhead's Black & White, Scawen starts to write a small stunt simulator with mouse steering in his free time * Spring 2001: After the release of Black & White, Scawen and Eric leave Lionhead to work fulltime on LFS * 18.08.2002: A user of the West Racing forum finds the demo test 0.04k on the internet and spreads the word about LFS: http://www.west-racing.com/forum/index.php?topic=958.0 * 19.09.2002: The official LFS forum starts at Race Sim Central: http://forum.rscnet.org/forumdisplay.php?f=205 * 17.07.2003: Release of Live for Speed S1, the first full LFS release * 29.07.2003: The LFSWorld website goes online http://www.lfsworld.net/ * 25.06.2005: Release of the Live for Speed S2 Alpha * 10.08.2005: The new official LFS forum goes online: http://www.lfsforum.net * 28.05.2007: LFS Merchandise website: http://www.lfsshop.net * 05.09.2014: LFS website is revamped: http://www.lfs.net * 19.12.2015: S3 License available == Major LFS releases == * 18.08.2002: 0.04k - The first public LFS version ever * 06.09.2002: 0.1B - Demo test with added reversed track configs * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 17.07.2003: 0.3A - S1 * 05.04.2005: 0.5K - S2 Demo Alpha, features work-in-progress S2 physics but with only demo content * 25.06.2005: 0.5P - S2 Alpha, physics improved since 0.5K but still in development, full S2 content available * 19.12.2015: 0.6K - The S3 License is available == LFSのリリースの完全なリスト == Note that this list exludes the numerous test patches that have been released. To see a complete history of LFS releases with all changelogs, see [[Version History]] or [[Version History (complete)]] (including all test patches). === Demoテスト時代 === * 18.08.2002: '''0.04k''' - The first ever public version of Live for Speed * 31.08.2002: 0.04Q - ??? * 06.09.2002: '''0.1B''' - Major update, lots of bug fixes and surprises * 11.09.2002: 0.1C - ??? * 15.09.2002: 0.1E - Greatly improved controller support * 11.10.2002: 0.1F - Replays controls, more options and improvements * 27.10.2002: 0.1H2 - Added multiplayer replays, other small improvements and bug fixes * 09.11.2002: 0.1J - Small improvements and bug fixes * 13.12.2002: 0.1N - Small improvements and bug fixes * 30.01.2003: 0.1P - Small improvements and bug fixes * 05.02.2003: 0.1Q - Small improvements and bug fixes * 19.02.2003: 0.1T - Small improvements and bug fixes * 04.03.2003: 0.1W - Mostly bug fixes * 22.03.2003: '''0.2A''' - Demo test, similar to S1 but without the new cars & tracks * 02.04.2003: 0.2B - Uses UDP packets for car position updates, various minor fixes * 02.04.2003: 0.2C - 0.2B had a bug and was replaced by 0.2C the same day * 07.05.2003: 0.2D - Adds skins_x directory for other drivers' skins * 01.06.2003: 0.2E - New SPR replay format (was GST format), added bump stops, gear ratios individually adjustable * 25.06.2003: 0.2F - Master server IP change update === S1 時代 === * 17.07.2003: '''0.3A''' - First release with paid for content * 25.09.2003: 0.3B - Adds translations, fixes many bugs * 30.10.2003: 0.3C - Allows up to 16 players to race online at once (previously 12), adds remote administration * 31.10.2003: 0.3D - Small bug fixes * 15.12.2003: 0.3E - Adds a new car (MRT5) * 02.03.2004: 0.3F - Adds HVS support, in-game LFS World integration and makes changes to keyboard steering system (less assists) * 08.04.2004: 0.3G - Reduces multiplayer warping, faster server browser, adds option to block chat messages * 08.10.2004: 0.3H - Adds skid marks and improved online stability === S2 プレアルファ時代 === * 14.08.2004: 0.5A - Pre-alpha tested at the Games Convention in Leipzig, included MRT6 and LX8 GTR === S2 アルファ時代 === * 15.01.2005: 0.5D - S2 CMX viewer released so work on S2 skins could begin * 11.02.2005: 0.5F - Early alpha build leaked across the net at some point in March, S2 content included but only S1 content could be unlocked * 05.04.2005: '''0.5K''' - Demo content only with numerous WIP improvements from v0.3 * 30.04.2005: 0.5L - Updated demo with the addition of clutch pack differentials and improved tyre heating * 17.06.2005: 0.5N - Updated CMX viewer released only * 25.06.2005: '''0.5P''' - First official release with full S2 content, up to 20 cars per server * 27.11.2005: 0.5Q - Improved international support * 18.04.2006: 0.5S - Updated CMX viewer released only * 21.04.2006: 0.5T - Improved tyre & aero physics, a new car ([[Cars:Single-Seaters#BMW Sauber F1 (Formula One)|BMW Sauber F1.06]]), two new configurations for [[Tracks:Aston|Aston]] and much more * 29.04.2006: 0.5U - Adds Outgauge system, server welcome messages, also fixes many small bugs * 22.12.2006: 0.5V - New engine sound system, improved multiplayer, auto-patcher system and many small GUI and usability improvements * 31.03.2007: 0.5W - Improved car sounds, various graphical updates, many small other improvements * 08.06.2007: 0.5X - Improved multiplayer (up to 32 cars per server), pre-load added to clutch pack diffs, handicaps system, high-res skin downloading * 08.07.2007: 0.5X10 - Adds force cockpit view option, lots of smaller usability improvements * 21.12.2007: 0.5Y - Improved physics, updated tracks ([[Tracks:South City|South City]] and [[Tracks:Blackwood|Blackwood]]), a new car ([[Cars:Single-Seaters#Formula BMW|Formula BMW FB02]]), engine stall, clutch wear, AI improvement * 02.07.2008: 0.5Z - New interiors for some cars, physics parameter updates, replay controls, demo licencing, and more langauge translations * 28.10.2009: 0.5Z25 - Improved car shadows, new wheel drawing system, improved road car dashboards, ABS brakes on some road cars, improved and much faster List of Hosts, powerful and flexible multiple screen support * 25.11.2009: 0.5Z28 - Installer, storage of multiple host passwords, added support for lfs:// * 17.06.2011: 0.6B - Open track configurations, autocross and object improvements, collision reporting system and other [[InSim]] changes, adjustable tyre warmers for hot lapping * 30.11.2012: 0.6E - Multiplayer improvements – New "instant" join system for fast and reliable connection, new packet buffering and storage system, new hacking protection and cheat detection systems * 21.06.2014: 0.6F - Support for 3D devices (3D TVs, Oculus Rift), DirectX 9 graphics engine * 27.09.2014: 0.6G - Oculus Rift DK2 support, graphical improvements * 02.04.2015: 0.6H - Rebuilt and extended version of the [[Tracks:Westhill|Westhill]] racing environment with additional configurations, full support for open configurations, improvements to the layout editor * 15.08.2015: 0.6J - High performance update === S3 時代 === * 19.12.2015: '''0.6K''' - The S3 license is now available with [[サーキット:Rockingham|Rockingham]], graphical improvements including new reflections and dynamic environment maps, AI improvements, support for HTC Vive * 13.02.2016: 0.6M - Rockingham update, borderless window system and other fixes * 24.03.2016: 0.6N - Updates in VR ("look and click" system, virtual keyboard) and audio * 16.04.2016: 0.6P - Updates in VR and controller support * 03.09.2016: 0.6Q - New system to simulate the mirrors realistically, full stereoscopic 3D mirrors in VR modes * 28.01.2017: 0.6R - Rebuilt and extended version of the [[サーキット:Blackwood|Blackwood]] racing environment (plus an industrial estate open area), minor improvements (shadows, track maps) ''Missing versions in the list were only released to the beta team for testing'' [[File:LFSTimeline.png|center]] 詳細は https://www.lfs.net/news をご覧ください。 == 開発チーム == <gallery> image:Dev_team.jpg|fltr.: Eric, Victor, Scawen image:Scawen.jpg|Scawen Roberts (とその息子Leoくん) image:Eric.jpg|Eric Bailey image:Vic.jpg|Victor van Vlaardingen image:Sev.jpg|2004年デンマークにてS2 Alphaをプレゼン中の開発チーム </gallery> == インタビュー == * [http://www.textfiles.com/magazines/DEMONEWS/demonews.074 Victor, demonews dec 1994] * [http://www.planetblackandwhite.com/features/interviews/scawen.shtml Scawen, planetb&w - feb 2001] * [http://www.bhmotorsports.com/article/79 All, BHM - nov 2002] * [http://www.doupe.cz/h/Special/AR.asp?ARI=103555 All, doupe.cz - April 2003] * [http://boomtown.net/en_uk/articles/art.view.php?id=3900 Eric, Boomtown - dec 2003] * [http://www.zt-racing.com/?p=interview Victor, ZockerTempel - jul 2004] * [http://nic.mm2c.com/index.php?page=inter_1 All, teamnic - Sept 2004] * [http://www.planet3dgames.de/index.php?site=news&id=1798 Victor, planet3dgames - march 2005] * [http://www.simracingportugal.net/lofiversion/index.php/t324.html All, simracingportugal - Mar 2005] * [http://liveforspeed.dk/index.php?option=com_content&task=view&id=85&Itemid=47 Victor, lfs.dk - march 2006] * [http://autosimsport.net/issues/autosimsport_v2i5.zip Victor & Scawen, Autosimsport May 2006 (p25)] * [http://www.liveforspeed.no/index.php?side=intervju&med=victor&spraak=engelsk All, lfs.no - Sept 2006] <!-- 他言語へのリンク --> [[cs:O LFS]] [[de:Über LFS]] [[en:About LFS]] [[fr:A propos de LFS]] [[hu:Az LFS-ről]] [[nl:Over LFS]] 7ba6f3fa411323bac5bc95f17fa3da7c145b597a ドリフトガイド 0 1474 2296 2235 2017-02-26T07:48:55Z Skylinekakkoii 57 一部翻訳 英版にあったYouTubeリンクは全て切れていました。 wikitext text/x-wiki ドリフトとは、コーナリング中にホイールスピンを伴ったスライドを行うことです。 ホイールスピンは車を前に進め、コーナーの内側へ車を動かすために起こされます。 この間、フロントタイヤはトラクションを保ったままです。 このテクニックにより、より高速でコーナリングを行うことができます。 ドリフトには様々なきっかけ作りなどの方法があります。 また、人によって異なる説明をする場合がありますので、間違っている文や改善すべき点があれば、是非追加、編集してください! == 車のチューニング == 車のチューニングは、あなたの車にどのようなドリフトができるかを決定する重要な要因のうちの1つです。 サスペンションをチューニングする最も簡単な方法は、リアのアンチロールバーを硬くし、フロントは柔らかくする方法です。もちろん、リアのアンチロールバーを柔らかくすることでより上手にドリフトできる場合もあります。 次に、タイヤに焦点を当てます。リアタイヤは基本的に、空気圧を通常よりも高い状態にしておくべきです。フロントタイヤの空気圧を下げた方がいい場合もあります。 最後に、ギアレシオを変更しましょう。ファイナルギアレシオの値を高くすると、よりトルクが発生するので、ホイールスピンやドリフトを発生させやすくなります。 硬いアンチロールバーをセッティングするとともに、硬いスプリングと、フロントタイヤへのネガティブキャンバーを設定すると良いでしょう。 あなたのドライブスタイルによって、ブレーキバランスはフロント側に振ったり、センター寄りにしたりすると良いでしょう。フロントへ設定すると、ブレーキング時に簡単にオーバーステアを誘発することができ、フロントホイールをロックさせることでスピン状態へ持ち込むことができます。センター寄りにすると、リアタイヤをロックさせやすくなったり、ドリフト状態を保つための色々な小技を使うことができるようになります (ここで説明するには複雑すぎますが、これにより全ての車輪をロックさせやすくなります)。 ディファレンシャルギアについては、機械式LSDを使うことをお勧めします。加速側はロック率を上げ、逆に減速側は下げるとよりドリフトしやすくなるでしょう。ロックデフはとても繊細なコントロールが要求されますが、ドリフトを開始するのはとても楽です。 何があなたに適しているか、色々と試してみましょう。ヘルプが必要であれば、[http://www.lfs.net/forum LFS Forum]で検索したり、質問したりしてみましょう。 '''より応用的なチューニング''':<br /> The main part is the suspension (this is only to experiment to make your set as good as it can be only if you have experience), which has a few setup areas that can make and break a set. The first is ride height, this is not important until the end of the suspension tuning. Stiffness, the stiffer the spring the more oversteer there generally is, so why not tighten up the rear all the way? In drifting you need control too, so you should have the rear springs generally about 3/4 of the way to the right, and about 1/3 to 1/2 in the front. then you should come back and tweak it as needed. then there is damping. This is how much resistance to bounce it has, you should drop your car and adjust it so there is the fall compress and depress and stops there, both for front and rear. It also affects fine tuning for drifts, so if you are understeering too much you should have a little less dampening and vice versa (that goes for grip too). Sway bars: these do not do much in drifting as far as I know, so I just have the front more then the rear by a little and keep it around 1/4 sway bar ride height. You should drop your car and have it low enough so it just barely looks like it is bottoming out. '''ドライブトレイン:''' to keep it simple enough, the locked diff is very easy to drift but hard to drive, open diff is opposite, clutch just puts force on having the wheels not spin at different speeds, and viscous depends on the speed of the wheels. I tend to like clutch at a pretty high locking, moderate coast, and kinda high force. Viscous at moderate force, and stay away from open. For gearing keep it how it was, and lower the final (to the right) a little bit so you can keep the RPMs up (have it so it maxes out at the fastest part of the track). '''タイヤ:''' タイヤの種類にあまりこだわる必要はありませんが、基本的にはノーマルタイヤを使うのが良いでしょう。First of all, you should put your front camber at -2.5 degrees, and your rear at about -.5 to -1.25. The tire pressure for the front should stay around 30 psi, and in the rear inflate them a lot so they don't get too hot too fast. '''乗員:''' 乗員の数はドリフトにはあまり関係ありませんが、完璧なバランスを求めるのであれば、助手席に誰かを乗せてみましょう。 == テクニック == ドリフトにはいくつかの方法があります。以下はいくつかの例のリストです。基本的なテクニックから、応用的な難しいテクニックまで含んでいます。 '''振りっ返しドリフト''': このテクニックは非常に基本的なものです。 This is a slow side-to-side faint like drift where the rear end sways back and forth down a straight. '''ブレーキングドリフト''': This is performed by trail braking into a corner, then loss of grip is obtained & then balanced through steering and throttle inputs (note that this is mainly for medium to low speed corners). '''サイドブレーキドリフト''': Pull the E-Brake (or handbrake) to induce rear traction loss and balance drift through steering and throttle play (note that this can also be used to correct errors or fine tune drift angles). '''パワーオーバー''': This can be performed when entering a corner, using full throttle to produce heavy over-steer through the turn (note that you need "horsepower" to make this happen). '''クラッチ蹴り''': This is performed by depressing the clutch pedal on approach or during a mild drift, then pop the clutch to give a sudden jolt through the drive-line to upset rear traction. '''フェイントドリフト''': This is performed by rocking the car towards the outside of a turn and then using the rebound of grip to throw the car into the normal cornering direction (note that this is "heavy rally racing" technique used to change vehicle attitudes during cornering, mainly tight mountain corners). '''ダート落としドリフト''': これはリアタイヤをオフロードのダート部分へと落とすことによって、速度やパワーを失わずに角度を保ったり、増やしたりするテクニックです。次のコーナーへ備える際にも便利です (このテクニックはパワーの少ない車にとても有効です)。 '''シフトロック''': This is performed by letting the revs drop on downshift into a corner and then releasing the clutch to put stress on the drive-line to slow the rear tires inducing oversteer. This is like pulling the E-brake through a turn - note that this should be performed in the wet to minimize damage to the drive-line, etc. '''ロングサイドドリフト''': This is done by pulling the E-brake through a straight to start a high angle drift and to hold this to set up for the turn ahead (note that this can only be done at high speed). '''慣性ドリフト''': これはレーススピードで走行している際に用いられます。速度の高い状態でコーナーに進入し、少しスロットルを緩め、マイルドなオーバーステアを誘発させます。そして、ステアリングとスロットル操作によって車のバランスを保ちます (このドリフトスタイルは、ニュートラルステアな車で使われることに注意してください。このような車でないと、オーバーステアが現れない場合があります)。もしコーナーに対して車の速度が不足している場合、このテクニックは使えません。 '''Fドリ''': FFの車を使うドリフター向けです。コーナーでバランスを取るためには、サイドブレーキやステアリング、ブレーキのテクニックが要求されるスタイルです (このスタイルにおいてはサイドブレーキがもっとも重要なテクニックとなります)。 もしこれらのテクニックがあまりうまくいかなくても、気にしないで下さい。これらはほんの一例であり、必ずしも出来なくてはいけない訳ではありません。クラッチやアクセル、そしてブレーキなどをフル活用して練習し、自分自身のテクニックやスタイルを見つけ出してください。LFSはとてもリアルなシミュレーターなので、実車のドリフトチュートリアルなどを参考にするのも良いでしょう。 それでもまだ自分の思うようにドリフトできないようであれば、[http://www.lfs.net/forum LFS Forum]へアクセスし、ドリフトスレッドを探して使えそうな情報がないか調べてみましょう。 ただし、これ以上新しいスレッドは作らないで下さい!私たちは既に多くのドリフトスレッドを持っています。 == ドリフトコースを作る == 自分のドリフトコースを作りたいようであれば、BL/WEのCar Parkなど、ベースとなるコースを選択し、Shift+Uを押してください。 そうすると、縁石やパイロン、コンクリートブロックやタイヤなどのオブジェクトを置いたり、削除したりできるメニューが現れるでしょう。 詳しい操作方法は[[オートクロス]]などをご参照ください。 また、ドリフトに対して独自のポイントを与えるシステムを導入したオンラインホストがいくつかあります。 一人でドリフトするよりも、これらに参加して、たくさんの人とドリフトしましょう! == 関連項目 == * [[基本セットアップガイド]] * [[応用セットアップガイド]] <!-- 他言語へのリンク --> [[en:Drifting]] 0edfa2721cf5d8760582783c93e97321dc7c794e 2297 2296 2017-02-26T08:22:18Z Skylinekakkoii 57 wikitext text/x-wiki ドリフトとは、コーナリング中にホイールスピンを伴ったスライドを行うことです。 ホイールスピンは車を前に進め、コーナーの内側へ車を動かすために起こされます。 この間、フロントタイヤはトラクションを保ったままです。 このテクニックにより、より高速でコーナリングを行うことができます。 ドリフトには様々なきっかけ作りなどの方法があります。 また、人によって異なる説明をする場合がありますので、間違っている文や改善すべき点があれば、是非追加、編集してください! == 車のチューニング == 車のチューニングは、あなたの車にどのようなドリフトができるかを決定する重要な要因のうちの1つです。 サスペンションをチューニングする最も簡単な方法は、リアのアンチロールバーを硬くし、フロントは柔らかくする方法です。もちろん、リアのアンチロールバーを柔らかくすることでより上手にドリフトできる場合もあります。 次に、タイヤに焦点を当てます。リアタイヤは基本的に、空気圧を通常よりも高い状態にしておくべきです。フロントタイヤの空気圧を下げた方がいい場合もあります。 最後に、ギアレシオを変更しましょう。ファイナルギアレシオの値を高くすると、よりトルクが発生するので、ホイールスピンやドリフトを発生させやすくなります。 硬いアンチロールバーをセッティングするとともに、硬いスプリングと、フロントタイヤへのネガティブキャンバーを設定すると良いでしょう。 あなたのドライブスタイルによって、ブレーキバランスはフロント側に振ったり、センター寄りにしたりすると良いでしょう。フロントへ設定すると、ブレーキング時に簡単にオーバーステアを誘発することができ、フロントホイールをロックさせることでスピン状態へ持ち込むことができます。センター寄りにすると、リアタイヤをロックさせやすくなったり、ドリフト状態を保つための色々な小技を使うことができるようになります (ここで説明するには複雑すぎますが、これにより全ての車輪をロックさせやすくなります)。 ディファレンシャルギアについては、機械式LSDを使うことをお勧めします。加速側はロック率を上げ、逆に減速側は下げるとよりドリフトしやすくなるでしょう。ロックデフはとても繊細なコントロールが要求されますが、ドリフトを開始するのはとても楽です。 何があなたに適しているか、色々と試してみましょう。ヘルプが必要であれば、[http://www.lfs.net/forum LFS Forum]で検索したり、質問してみたりして下さい。 '''より応用的なチューニング''':<br /> The main part is the suspension (this is only to experiment to make your set as good as it can be only if you have experience), which has a few setup areas that can make and break a set. The first is ride height, this is not important until the end of the suspension tuning. Stiffness, the stiffer the spring the more oversteer there generally is, so why not tighten up the rear all the way? In drifting you need control too, so you should have the rear springs generally about 3/4 of the way to the right, and about 1/3 to 1/2 in the front. then you should come back and tweak it as needed. then there is damping. This is how much resistance to bounce it has, you should drop your car and adjust it so there is the fall compress and depress and stops there, both for front and rear. It also affects fine tuning for drifts, so if you are understeering too much you should have a little less dampening and vice versa (that goes for grip too). Sway bars: these do not do much in drifting as far as I know, so I just have the front more then the rear by a little and keep it around 1/4 sway bar ride height. You should drop your car and have it low enough so it just barely looks like it is bottoming out. '''ドライブトレイン:''' to keep it simple enough, the locked diff is very easy to drift but hard to drive, open diff is opposite, clutch just puts force on having the wheels not spin at different speeds, and viscous depends on the speed of the wheels. I tend to like clutch at a pretty high locking, moderate coast, and kinda high force. Viscous at moderate force, and stay away from open. For gearing keep it how it was, and lower the final (to the right) a little bit so you can keep the RPMs up (have it so it maxes out at the fastest part of the track). '''タイヤ:''' タイヤの種類にあまりこだわる必要はありませんが、基本的にはノーマルタイヤを使うのが良いでしょう。First of all, you should put your front camber at -2.5 degrees, and your rear at about -.5 to -1.25. The tire pressure for the front should stay around 30 psi, and in the rear inflate them a lot so they don't get too hot too fast. '''乗員:''' 乗員の数はドリフトにはあまり関係ありませんが、完璧なバランスを求めるのであれば、助手席に誰かを乗せてみましょう。 == テクニック == ドリフトにはいくつかの方法があります。以下はいくつかの例のリストです。基本的なテクニックから、応用的な難しいテクニックまで含んでいます。 '''振りっ返しドリフト''': これは非常に基本的なもので、車を振り子のように振ることでリアを滑らすテクニックです。 '''ブレーキングドリフト''': This is performed by trail braking into a corner, then loss of grip is obtained & then balanced through steering and throttle inputs (note that this is mainly for medium to low speed corners). '''サイドブレーキドリフト''': Pull the E-Brake (or handbrake) to induce rear traction loss and balance drift through steering and throttle play (note that this can also be used to correct errors or fine tune drift angles). '''パワーオーバー''': This can be performed when entering a corner, using full throttle to produce heavy over-steer through the turn (note that you need "horsepower" to make this happen). '''クラッチ蹴り''': This is performed by depressing the clutch pedal on approach or during a mild drift, then pop the clutch to give a sudden jolt through the drive-line to upset rear traction. '''フェイントドリフト''': This is performed by rocking the car towards the outside of a turn and then using the rebound of grip to throw the car into the normal cornering direction (note that this is "heavy rally racing" technique used to change vehicle attitudes during cornering, mainly tight mountain corners). '''ダート落としドリフト''': これはリアタイヤをオフロードのダート部分へと落とすことによって、速度やパワーを失わずに角度を保ったり、増やしたりするテクニックです。次のコーナーへ備える際にも便利です (このテクニックはパワーの少ない車にとても有効です)。 '''シフトロック''': This is performed by letting the revs drop on downshift into a corner and then releasing the clutch to put stress on the drive-line to slow the rear tires inducing oversteer. This is like pulling the E-brake through a turn - note that this should be performed in the wet to minimize damage to the drive-line, etc. '''ロングサイドドリフト''': This is done by pulling the E-brake through a straight to start a high angle drift and to hold this to set up for the turn ahead (note that this can only be done at high speed). '''慣性ドリフト''': これはレーススピードで走行している際に用いられます。速度の高い状態でコーナーに進入し、少しスロットルを緩め、マイルドなオーバーステアを誘発させます。そして、ステアリングとスロットル操作によって車のバランスを保ちます (このドリフトスタイルは、ニュートラルステアな車で使われることに注意してください。このような車でないと、オーバーステアが現れない場合があります)。もしコーナーに対して車の速度が不足している場合、このテクニックは使えません。 '''Fドリ''': FFの車を使うドリフター向けです。コーナーでバランスを取るためには、サイドブレーキやステアリング、ブレーキのテクニックが要求されるスタイルです (このスタイルにおいてはサイドブレーキがもっとも重要なテクニックとなります)。 もしこれらのテクニックがあまりうまくいかなくても、気にしないで下さい。これらはほんの一例であり、必ずしも出来なくてはいけない訳ではありません。クラッチやアクセル、そしてブレーキなどをフル活用して練習し、自分自身のテクニックやスタイルを見つけ出してください。LFSはとてもリアルなシミュレーターなので、実車のドリフトチュートリアルなどを参考にするのも良いでしょう。 それでもまだ自分の思うようにドリフトできないようであれば、[http://www.lfs.net/forum LFS Forum]へアクセスし、ドリフトスレッドを探して使えそうな情報がないか調べてみましょう。 ただし、これ以上新しいスレッドは作らないで下さい。既に多くのドリフトスレッドが作られています! == ドリフトコースを作る == 自分のドリフトコースを作りたいようであれば、BL/WEのCar Parkなど、ベースとなるコースを選択し、Shift+Uを押してください。 そうすると、縁石やパイロン、コンクリートブロックやタイヤなどのオブジェクトを置いたり、削除したりできるメニューが現れるでしょう。 詳しい操作方法は[[オートクロス]]などをご参照ください。 また、ドリフトに対して独自のポイントを与えるシステムを導入したオンラインホストがいくつかあります。 一人でドリフトするよりも、これらに参加して、たくさんの人とドリフトしましょう! == 関連項目 == * [[基本セットアップガイド]] * [[応用セットアップガイド]] <!-- 他言語へのリンク --> [[en:Drifting]] 470501e49e8bbd2c91e96bcda9307d78aba0d3c5 クリーンなレースをするために 0 1468 2300 1910 2017-02-26T12:21:21Z Skylinekakkoii 57 英版コピー 一部翻訳 wikitext text/x-wiki == クリーンなレースをするために == 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 ==== 責任 ==== R-1: It is the responsibility of competitors to familiarize themselves and abide by the RaceSIM rules and regulations laid out below. ==== 行動 ==== C-1: 公平かつ公正なマナーのもと、競走しなくてはなりません。 C-2: 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 C-3: 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 ==== 身分証明 ==== I-1: いつも必ず、判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 I-2: 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 ==== オーバーテイク ==== O-1: To obtain right of road position in a corner, the overtaker's car must have substantial overlap of the car that is being overtaken, before they reach the corner's turn-in point. Should the overtaking car not have enough overlap, the leading car may resume its racing line without fear of contact. O-2: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. That car should not be squeezed against the outside towards the exit point. O-3: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. That car should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after that car has already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, (i.e. you barge your way past). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. O-4: Where an ahead driver has clearly made a sufficient error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead driver gets a bit out of shape at times does not give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. O-5: Ahead drivers have the right to choose any line down a straight. The ahead driver may make one move to block the opposing car, and one move to return to the racing line before the next corner - Unless the opposing car has overlap. O-6: Ahead drivers have the right to take any line through a corner, unless an opposing car has overlap. === 周回 === L-1: It is a fundamental rule of motorsport and sim racing that when a driver receives a blue flag, this is to let the driver know that a faster car is about to overtake and put that driver a lap down. L-2: The driver that is overtaking/lapping the slower car must treat the situation as though a normal competitor is being overtaken - and not assume the lapped driver should leap out of the way at all costs. L-3: The driver that is being lapped should let the lead driver past and/or not resist to be overtaken. Only move out of the way for the lead driver when you believe it is safe to do so. For example, not on the apex of a corner. === 接触 === CT-1: Even if the above rules are adhered to at all times, contact between cars is always a possibility. CT-2: If a driver has breached one of the Rules of Racing, and has resulted in contact and/or a time or position advantage. That driver must apologize, and forfeit the position to the affected driver. If the affected driver is unable to continue, sufficient action should be encouraged at the Server Admin's discretion. CT-3: If a driver who has breached one of the Rules of Racing is most affected by the incident, this driver has no right to claim any form of position or compensation for this error. CT-4: Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones, and can make mistakes. Behind drivers should drive accordingly, always maintaining separation. CT-5: The behind driver has a responsibility to not run into the back of a ahead driver. The ahead driver does not have to try to avoid you. If all else fails, the behind driver should run their own car off the track to avoid such a collision. CT-6: 悪意があったり、適切でないブレーキングなどの減速は、強く禁止されています。 === 事故の後は === AI-1: スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 AI-2: 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 AI-3: クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 AI-4: 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 AI-5: If a competitor's car has come to a halt on the track, either through spinning or crashing, then that driver must apply the brakes and not move whatsoever. This helps oncoming traffic find a route through the incident as a moving chicane is a lot harder to avoid and will result in a collision. AI-6: The stationary driver must either spectate as soon as possible, or if safe to do so, return to racing speed once all oncoming traffic has passed. AI-7: 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 AI-8: ダメージを受け、ピットへと戻ろうとする車にはラインを保持する権利が全くありません。 === ピットストップ === P-1: トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 P-2: ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 P-3: ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 P-4: ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] 26ca00bc63bd65b5d3e8632042291f7b0f80efd6 2301 2300 2017-02-26T12:22:18Z Skylinekakkoii 57 Skylinekakkoii がページ「[[クリーン・レーサーズ・クラブ ルール]]」を「[[クリーンなレースをするために]]」に移動しました: CRCは削除されています wikitext text/x-wiki == クリーンなレースをするために == 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 ==== 責任 ==== R-1: It is the responsibility of competitors to familiarize themselves and abide by the RaceSIM rules and regulations laid out below. ==== 行動 ==== C-1: 公平かつ公正なマナーのもと、競走しなくてはなりません。 C-2: 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 C-3: 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 ==== 身分証明 ==== I-1: いつも必ず、判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 I-2: 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 ==== オーバーテイク ==== O-1: To obtain right of road position in a corner, the overtaker's car must have substantial overlap of the car that is being overtaken, before they reach the corner's turn-in point. Should the overtaking car not have enough overlap, the leading car may resume its racing line without fear of contact. O-2: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. That car should not be squeezed against the outside towards the exit point. O-3: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. That car should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after that car has already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, (i.e. you barge your way past). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. O-4: Where an ahead driver has clearly made a sufficient error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead driver gets a bit out of shape at times does not give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. O-5: Ahead drivers have the right to choose any line down a straight. The ahead driver may make one move to block the opposing car, and one move to return to the racing line before the next corner - Unless the opposing car has overlap. O-6: Ahead drivers have the right to take any line through a corner, unless an opposing car has overlap. === 周回 === L-1: It is a fundamental rule of motorsport and sim racing that when a driver receives a blue flag, this is to let the driver know that a faster car is about to overtake and put that driver a lap down. L-2: The driver that is overtaking/lapping the slower car must treat the situation as though a normal competitor is being overtaken - and not assume the lapped driver should leap out of the way at all costs. L-3: The driver that is being lapped should let the lead driver past and/or not resist to be overtaken. Only move out of the way for the lead driver when you believe it is safe to do so. For example, not on the apex of a corner. === 接触 === CT-1: Even if the above rules are adhered to at all times, contact between cars is always a possibility. CT-2: If a driver has breached one of the Rules of Racing, and has resulted in contact and/or a time or position advantage. That driver must apologize, and forfeit the position to the affected driver. If the affected driver is unable to continue, sufficient action should be encouraged at the Server Admin's discretion. CT-3: If a driver who has breached one of the Rules of Racing is most affected by the incident, this driver has no right to claim any form of position or compensation for this error. CT-4: Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones, and can make mistakes. Behind drivers should drive accordingly, always maintaining separation. CT-5: The behind driver has a responsibility to not run into the back of a ahead driver. The ahead driver does not have to try to avoid you. If all else fails, the behind driver should run their own car off the track to avoid such a collision. CT-6: 悪意があったり、適切でないブレーキングなどの減速は、強く禁止されています。 === 事故の後は === AI-1: スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 AI-2: 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 AI-3: クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 AI-4: 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 AI-5: If a competitor's car has come to a halt on the track, either through spinning or crashing, then that driver must apply the brakes and not move whatsoever. This helps oncoming traffic find a route through the incident as a moving chicane is a lot harder to avoid and will result in a collision. AI-6: The stationary driver must either spectate as soon as possible, or if safe to do so, return to racing speed once all oncoming traffic has passed. AI-7: 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 AI-8: ダメージを受け、ピットへと戻ろうとする車にはラインを保持する権利が全くありません。 === ピットストップ === P-1: トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 P-2: ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 P-3: ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 P-4: ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] 26ca00bc63bd65b5d3e8632042291f7b0f80efd6 クリーン・レーサーズ・クラブ ルール 0 1533 2302 2017-02-26T12:22:18Z Skylinekakkoii 57 Skylinekakkoii がページ「[[クリーン・レーサーズ・クラブ ルール]]」を「[[クリーンなレースをするために]]」に移動しました: CRCは削除されています wikitext text/x-wiki #転送 [[クリーンなレースをするために]] 13d17822d33ec190559d81d7f2ab8018adc79636 トーク:クリーンなレースをするために 1 1469 2303 1913 2017-02-26T12:22:18Z Skylinekakkoii 57 Skylinekakkoii がページ「[[トーク:クリーン・レーサーズ・クラブ ルール]]」を「[[トーク:クリーンなレースをするために]]」に移動しました: CRCは削除されています wikitext text/x-wiki 原文、長ったらしい上に、言い回しがあいまいで、ぜんぜん役に立たん。 前のひとが、機械翻訳をつっこんだまま挫折した気持ちがなんとなくわかるです。(dankitk) 19daf812c6a2ed17fcbf5cda9a4430ebaad98d13 トーク:クリーン・レーサーズ・クラブ ルール 1 1534 2304 2017-02-26T12:22:18Z Skylinekakkoii 57 Skylinekakkoii がページ「[[トーク:クリーン・レーサーズ・クラブ ルール]]」を「[[トーク:クリーンなレースをするために]]」に移動しました: CRCは削除されています wikitext text/x-wiki #転送 [[トーク:クリーンなレースをするために]] e3ddf659ee12e8123b78bfb7ec3a69d56ec310fb メインページ 0 1 2305 2260 2017-02-26T12:22:37Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーンなレースをするために]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロス]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #プログラミングとテクニカルガイド #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] bad75ff8a81728b798a66019b0b0ddb33456f4bf FAQ 0 1436 2306 2270 2017-03-06T08:26:04Z Skylinekakkoii 57 英版変更に伴い更新 また一部翻訳 wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。('''訳注:'''現在は閉鎖されているようです。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/]をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは[https://www.lfs.net/shop/ こちら]から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお済みの方でしたら、小切手をお送り頂くことでも可能です。 ローカライズされたショップがいくつかあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 日本の方は、http://liveforspeed.jpn.ch/ をご利用下さい。 '''訳注:''' 残念ながら、2017年2月現在ではこちらのサイトはご利用いただけないようです。[https://www.lfs.net/shop/ 公式ショップ]をご利用ください。 === 私の国でLFSを入手できますか? === LFSは[http://www.lfs.net/?page=shopinfo 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"私たちのプランは、完全な自由のために、独立した状態を保つことです。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: * BL1 = Blackwood GP * BL1R = Blackwood GP 逆走 * BL2 = Blackwood Historic * BL2R = Blackwood Historic 逆走 * BL3 = Blackwood Rallycross * BL3R = Blackwood Rallycross 逆走 * BL4 = Blackwood Car Park * FE1 = Fern Bay Club * FE1R = Fern Bay Club 逆走 * FE2 = Fern Bay Green * FE2R = Fern Bay Green 逆走 * FE3 = Fern Bay Gold * FE3R = Fern Bay Gold 逆走 * FE4 = Fern Bay Black * FE4R = Fern Bay Black 逆走 * FE5 = Fern Bay Rallycross * FE5R = Fern Bay Rallycross 逆走 * FE6 = Fern Bay Rallycross Green * FE6R = Fern Bay Rallycross Green 逆走 * SO1 = South City Classic * SO1R = South City Classic 逆走 * SO2 = South City Sprint 1 * SO2R = South City Sprint 1 逆走 * SO3 = South City Sprint 2 * SO3R = South City Sprint 2 逆走 * SO4 = South City Long * SO4R = South City Long 逆走 * SO5 = South City Town Course * SO5R = South City Town Course 逆走 * SO6 = South City Chicane Route * SO6R = South Chicane Route 逆走 * AU1 = Autocross Arena * AU2 = Skidpad * AU3 = Drag (2 レーン) * AU4 = Drag (8 レーン) * KY1 = Kyoto Ring Oval * KY1R = Kyoto Ring Oval 逆走 * KY2 = Kyoto Ring National * KY2R = Kyoto Ring National 逆走 * KY3 = Kyoto Ring GP long * KY3R = Kyoto ring GP long 逆走 * WE1 = Westhill National * WE1R = Westhill National 逆走 * WE2 = Westhill International * WE2R = Westhill International 逆走 * WE3 = Westhill Car Park * WE4 = Westhill Karting * WE4R = Westhill Karting 逆走 * WE5 = Westhill Karting National * WE5R = Westhill Karting National 逆走 * AS1 = Aston Cadet * AS1R = Aston Cadet 逆走 * AS2 = Aston Club * AS2R = Aston Club 逆走 * AS3 = Aston National * AS3R = Aston National 逆走 * AS4 = Aston Historic * AS4R = Aston Historic 逆走 * AS5 = Aston Grand Prix * AS5R = Aston Grand Prix 逆走 * AS6 = Aston Grand Touring * AS6R = Aston Grand Touring 逆走 * AS7 = Aston North * AS7R = Aston North 逆走 パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 17f8344750112455b67344ee44d448c6a899bba5 2315 2306 2017-03-15T14:16:36Z Skylinekakkoii 57 /* コースリスト */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。('''訳注:'''現在は閉鎖されているようです。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/]をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは[https://www.lfs.net/shop/ こちら]から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお済みの方でしたら、小切手をお送り頂くことでも可能です。 ローカライズされたショップがいくつかあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 日本の方は、http://liveforspeed.jpn.ch/ をご利用下さい。 '''訳注:''' 残念ながら、2017年2月現在ではこちらのサイトはご利用いただけないようです。[https://www.lfs.net/shop/ 公式ショップ]をご利用ください。 === 私の国でLFSを入手できますか? === LFSは[http://www.lfs.net/?page=shopinfo 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"私たちのプランは、完全な自由のために、独立した状態を保つことです。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] e4858d4cc6f7a26c5b94f8200cc6a6b02a6c5359 2329 2315 2017-03-18T12:37:13Z Skylinekakkoii 57 /* LFSにはパブリッシャーがついていますか? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。('''訳注:'''現在は閉鎖されているようです。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/]をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは[https://www.lfs.net/shop/ こちら]から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお済みの方でしたら、小切手をお送り頂くことでも可能です。 ローカライズされたショップがいくつかあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 日本の方は、http://liveforspeed.jpn.ch/ をご利用下さい。 '''訳注:''' 残念ながら、2017年2月現在ではこちらのサイトはご利用いただけないようです。[https://www.lfs.net/shop/ 公式ショップ]をご利用ください。 === 私の国でLFSを入手できますか? === LFSは[http://www.lfs.net/?page=shopinfo 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 2956f4952381acf004921b3b497d781da1482412 2330 2329 2017-03-18T12:39:53Z Skylinekakkoii 57 /* どうやって買えばいいの? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。('''訳注:'''現在は閉鎖されているようです。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/]をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお住まいの方でしたら、小切手をお送り頂くことでもご購入頂けます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[http://www.lfs.net/?page=shopinfo 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 748c5fb4c042a2ee380c4fc39d85df560fb225a4 2331 2330 2017-03-18T12:40:47Z Skylinekakkoii 57 /* 私の国でLFSを入手できますか? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。('''訳注:'''現在は閉鎖されているようです。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細: [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands here] 国ごとの価格は[https://www.lfs.net/shop/voucherselect こちら]から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (as of 2017-01-04).<br> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (as of 2017-01-04).<br> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (as of 2017-01-04).<br> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (as of 2017-01-04).<br> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/]をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお住まいの方でしたら、小切手をお送り頂くことでもご購入頂けます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは [https://www.lfs.net/shop/ 用意されている支払い方法] で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] eb626b1355e504a47d24f9d20084c8e2c8affb94 2332 2331 2017-03-18T12:44:06Z Skylinekakkoii 57 /* LFSはいくらで買えるの? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。('''訳注:'''現在は閉鎖されているようです。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお住まいの方でしたら、小切手をお送り頂くことでもご購入頂けます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは [https://www.lfs.net/shop/ 用意されている支払い方法] で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == The simulation == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 As for the fantasy cars, the following is NOT an "official" list nor a "based on" list, just observations of what the cars may look like by several forum members.<br> * UF 1000 (UF1) - [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini * XF GTi - [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) * XR GT - [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) * XR GT Turbo - [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody * LX4 Edition (LX4) - [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. * LX6 Edition (LX6) - [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] * RB4 - [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) * FXO - [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) * FZ50 (FZ5) - [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) * Formula V8 (FO8) - [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] * Formula XR (FOX) - [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[Options#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。開発者がオリジナルのエンジンサウンドシステムを作りました。サウンドエディタへはドライブ中にSHIFT+Aを押すことでアクセスできます。 There are also some community made engine sounds available, which can be found here. https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === See the keys.pdf in your Live for Speed\docs -directory or take a look at the [[キーコンフィグ]] page in this manual. === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら]へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtとこのマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum]へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === もし"Your car's skin was not found at www.lfsworld.net"というようなメッセージが表示された場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === Take a look at our [[Hosting#How_to_play_LFS_on_a_LAN|hosting guide]]. === What does VSQRMPF/car/computer in the server list mean? === -'''V''' you may vote<br> -'''S''' you can select tracks<br> -'''Q''' race qualify is enabled<br> -'''R''' host is connected to the [[InSim_Tutorials#InSim_Relay_usage_information|InSim Relay]]<br> -'''R<sup>+</sup>''' host uses the anti-shortcut option<br> -'''M''' join mid-race allowed<br> -'''P''' forced pitstop<br> -'''F''' forced cockpit view is activated on the server<br> -'''C''' cruise server, no "racing", can drive either way round the circuit <br>-[[Image:LFS-Serverlist-Conns.png]] available connections (cars on track+spectators) to the server <br>-[[Image:LFS-Serverlist-Car.png]] available cars on track simultaneously on the server == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 8b1970cb714c66d62c1def9158faf9423eaea654 2333 2332 2017-03-18T13:16:45Z Skylinekakkoii 57 /* The simulation */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。('''訳注:'''現在は閉鎖されているようです。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお住まいの方でしたら、小切手をお送り頂くことでもご購入頂けます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは [https://www.lfs.net/shop/ 用意されている支払い方法] で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini |- ! XF GTi | [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) |- ! XR GT | [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) |- ! XR GT Turbo | [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody |- ! LX4 Edition (LX4) | [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] |- ! RB4 | [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) |- ! FXO | [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) |- ! FZ50 (FZ5) | [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] |- ! Formula XR (FOX) | [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] |} XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン作成_チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[オプション#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtと、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 4a65b375b4741a59946f3d50cdeb122bc758acfa リンク 0 1424 2307 1943 2017-03-06T11:05:07Z Skylinekakkoii 57 リンク切れの日本語サイトのリンク削除 一部変更 wikitext text/x-wiki == 公式サイト == * 公式サイト: http://www.lfs.net/ * 公式フォーラム: http://www.lfs.net/forum/ * LFSWorld: http://www.lfsworld.net/ * LFSオンラインマニュアル: http://www.lfsmanual.net/ == 便利なサイト == * LFSニュース: http://www.lfsnews.net/ * 非公式LFSシステムベンチマーク: http://lfsbench.iron.eu.org/ * /r/Live for Speed サブレディット: http://www.reddit.com/r/LiveForSpeed == セットアップ == * LFS.net セットアップデータベース: https://www.lfs.net/files * Team Inferno Setup Field: http://setupfield.teaminferno.hu/ * My3id Setup Grid: http://www.setupgrid.net/ * LFS Gear Ratio Calcurator http://lfs.thefloatingwidget.net/grc.html == スキン & 壁紙 == German Skin Depot http://www.german-skin-depot.com/ dS Autos http://ds-autos.digiserv.net/ ZT-Gallery with almost 700 great LFS wallpapers http://www.zt-racing.com/?p=gallery [http://www.morrowdesigns.eu/oldweb/gallery/index.php MorroW Designs] Master Skinnerz forum for skinning resources, feedback and support. http://skinnerz.proboards26.com/index.cgi? == ツール & Mod == [http://www.lfs-database.com LFS Database] [http://lfstools.crazyice.net cr4zy!C3's LFS Tools 'n' Stuff] [http://myweb.tiscali.co.uk/thefloatingwidget/lfs_grc.html LFS Gear Ratio Calculator 2] [http://cgi.ihardcastle.free-online.co.uk/mm LFS Movie Maker 2] [http://lfslive.sourceforge.net LFS.Live] [http://rayok.lfsnal.org/LFS/ RayOK's LFS Stuff] == インターナショナル・リーグ == League Of The Americas http://www.lfs-lota.net/ The Clean Racers Club http://cleanracersclub.org/ The Original LFS League http://www.lfs-league.com/ The LFS Endurance League http://lfsendu.com/ ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ Open Wheel Racing League http://www.owrl.de Masters of Endurance http://www.lfsforum.net/showthread.php?t=1394 North American League http://lfsnal.org/ == ナショナル・リーグ == === 日本 === [http://lfsc.ty.land.to/ LFSC@JP] [http://whrt.jpn.ch/ WHRT_Forum] === オーストラリア === The Australasian League http://www.australasianleague.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.liveforspeed.cz/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ === イタリア === Coppa Italia http://coppa.italianracingteam.it/ === ノルウェー === NM-Serien 06/07 http://www.lfsnorge.net/forums/viewforum.php?f=18 == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === ブラジル === LFS Brasil http://www.painelbr.com/lfsbr/ === チェコ === Czech LFS Zone http://www.liveforspeed.cz/ === フィンランド === LFS Suomi http://www.lfs-suomi.com/ === フランス === LFS France http://www.lfsfrance.com/ === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian Champs http://www.liveforspeed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === オランダ === Dutch LFS http://www.liveforspeed.nl/ === ノルウェー === LFS Norge http://www.lfsnorge.net/<br> LFS.no http://www.liveforspeed.no/ === ポーランド === Polski Potal http://www.liveforspeed.pl/<br> Polskie Forum http://forum.liveforspeed.pl/ === ロシア === LFS по-русски http://www.liveforspeed.ru/ === スロバキア === LFS Slovakia http://www.liveforspeed.sk/ === スペイン === LFS Spain http://www.lfs-spain.net/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se === トルコ === LFS Türkiye http://www.lfstr.com/ 73c97a0925e6d87bafed4a3573635aa9d413c04b 2308 2307 2017-03-06T21:22:33Z Skylinekakkoii 57 リンク切れしているリンクの削除 wikitext text/x-wiki == 公式サイト == * 公式サイト: http://www.lfs.net/ * 公式フォーラム: http://www.lfs.net/forum/ * LFSWorld: http://www.lfsworld.net/ * LFSオンラインマニュアル: http://www.lfsmanual.net/ == 便利なサイト == * LFSニュース: http://www.lfsnews.net/ * 非公式LFSシステムベンチマーク: http://lfsbench.iron.eu.org/ * /r/Live for Speed サブレディット: http://www.reddit.com/r/LiveForSpeed == セットアップ == * LFS.net セットアップデータベース: https://www.lfs.net/files * Team Inferno Setup Field: http://setupfield.teaminferno.hu/ * My3id Setup Grid: http://www.setupgrid.net/ * LFS Gear Ratio Calcurator: http://lfs.thefloatingwidget.net/grc.html == スキン & 壁紙 == * dS Autos http://ds-autos.digiserv.net/ * ZT-Gallery 約700の素晴らしい壁紙が揃っています: http://www.zt-racing.com/?p=gallery * Master Skinnerz forum スキンの素材や、フィードバックとサポートのフォーラム: http://skinnerz.proboards.com/ * Liveforspeedskins.tk LFSのスキンやMOD: http://home.hccnet.nl/j.j.scheel/lfs == インターナショナル・リーグ == * オリジナル LFS リーグ https://www.lfs.net/forum/35 * ESL Amateur Series Europe http://www.esl-europe.net/eu/lfs/ * Masters of Endurance http://mastersofendurance.eu/ == ナショナル・リーグ == === オーストラリア === Monday Night Racing http://mondaynightracing.com/ === ブラジル === LFSBR - Brazilian LFS League http://www.lfsbr.com/ === チェコ === Actual Linux Summer Cup http://www.czechlfs.net/ === ドイツ === ESL Amateur/Pro Series Germany http://www.esl-europe.net/de/lfs/ == その他の国のLFSサイト == === オーストリア === LFS Austria http://www.liveforspeed.at === チェコ === Czech LFS Zone http://www.czechlfs.net === ドイツ === Live-for-Speed.de http://www.live-for-speed.de === ハンガリー === Hungarian LFS Championship http://www.live-for-speed.hu/ === イタリア === LFS Italia http://www.lfsita.tk/ === ノルウェー === LFS.no http://www.liveforspeed.no/ === ロシア === LFS по-русски http://lfs.su/ === スウェーデン === liveforspeed.se http://www.liveforspeed.se d7b6c55c62bf51f4870de8b7ec46a18e7912f714 LFSについて 0 1434 2309 2295 2017-03-06T21:25:36Z Skylinekakkoii 57 /* 開発チーム */ wikitext text/x-wiki [[image:Multiplay.jpg|thumb|S2でFormula XRを使用してのインターネットマルチプレイレース]] [[image:Real.jpg|thumb|Live for Speed S2での素晴らしいタイヤ物理演算]] [[image:Setup.jpg|thumb|Choose between various setup settings]] [[image:LFS_800.gif|thumb|古いLFSロゴ]] [[image:Lfsveryold.jpg|thumb|最初期のLFSの開発バージョン]] [[image:Gtt miami.jpg|thumb|The GT Turbo in LFS v0.1 at an unpublished city track in Miami.]] Live for Speed is an online racing simulator developed by Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales). Its main features are the realistic physic engine and internet multiplayer with up to 40 players. The game is only sold at the official website http://www.lfs.net. You won't find it in any shops as the developers want to stay independent from any publisher, so they can include exactly the features they want to have in the game and do not have to change the game according to some manager's opinion. Starting as a demo in August 2002 more and more people tried the game and joined the internet community. With a lot of development progress the first stage (S1) of the game was published in July 2003. Two years later (2005) the S2 Alpha version was released and was under development with fresh new updates every 6 months to a year, not including test patches. Now the S3 license is available with Rockingham, a new laser scanned track (more content scheduled for the S3 license). VW Scirocco and a completely re-written tyre physics engine are planned for the future. The three developers have a close connection to the community and they frequently visit the official forum to get ideas of what the players want to see in the game. All the new updates to the game are accessible by the auto updater from within LFS. <!-- Live for Speedは、Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales)によって開発されたオンラインレーシングシミュレータである。主な特徴は、現実的な物理エンジンと最高32プレイヤーによるインターネットマルチプレイです。 ゲームはオフィシャルサイト http://www.lfs.net/ のみから購入することができる。(※日本では有志でパッケージ販売をされている方がおります)LFSをどんなお店でも見つけられないのは、開発者がパブリッシャーから独立していたいという意向があるからである。独立しているからこそ彼らがゲームで欲しい特徴を自由に含むことができ、マネージャの意見によってゲームを変える必要がないということです。 2002年8月にデモがスタートし、より多くの人々がゲームを試しそして、インターネットコミュニティーに加わりました。多くの開発過程を得て、Live for Speedの第一ステージ(S1)は2003年7月にリリースされました。 その2年後にS2 Alphaがリリースされ現在は開発途中である。 The three developers have a close connection to the community and you recently visit the official forum to get ideas what the players want to see in the game. The game is being developed all the time and new features are published in free patches. --> == 物理エンジン == The outer loop of the physics and environment checks run at 100 Hz, but with 20 uninterruptable sub-updates inside that (tight loop on each car) so in one sense it's 2000 Hz physics. == LFSの歴史 == * Sometime in 1999: Working on Lionhead's Black & White, Scawen starts to write a small stunt simulator with mouse steering in his free time * Spring 2001: After the release of Black & White, Scawen and Eric leave Lionhead to work fulltime on LFS * 18.08.2002: A user of the West Racing forum finds the demo test 0.04k on the internet and spreads the word about LFS: http://www.west-racing.com/forum/index.php?topic=958.0 * 19.09.2002: The official LFS forum starts at Race Sim Central: http://forum.rscnet.org/forumdisplay.php?f=205 * 17.07.2003: Release of Live for Speed S1, the first full LFS release * 29.07.2003: The LFSWorld website goes online http://www.lfsworld.net/ * 25.06.2005: Release of the Live for Speed S2 Alpha * 10.08.2005: The new official LFS forum goes online: http://www.lfsforum.net * 28.05.2007: LFS Merchandise website: http://www.lfsshop.net * 05.09.2014: LFS website is revamped: http://www.lfs.net * 19.12.2015: S3 License available == Major LFS releases == * 18.08.2002: 0.04k - The first public LFS version ever * 06.09.2002: 0.1B - Demo test with added reversed track configs * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 17.07.2003: 0.3A - S1 * 05.04.2005: 0.5K - S2 Demo Alpha, features work-in-progress S2 physics but with only demo content * 25.06.2005: 0.5P - S2 Alpha, physics improved since 0.5K but still in development, full S2 content available * 19.12.2015: 0.6K - The S3 License is available == LFSのリリースの完全なリスト == Note that this list exludes the numerous test patches that have been released. To see a complete history of LFS releases with all changelogs, see [[Version History]] or [[Version History (complete)]] (including all test patches). === Demoテスト時代 === * 18.08.2002: '''0.04k''' - The first ever public version of Live for Speed * 31.08.2002: 0.04Q - ??? * 06.09.2002: '''0.1B''' - Major update, lots of bug fixes and surprises * 11.09.2002: 0.1C - ??? * 15.09.2002: 0.1E - Greatly improved controller support * 11.10.2002: 0.1F - Replays controls, more options and improvements * 27.10.2002: 0.1H2 - Added multiplayer replays, other small improvements and bug fixes * 09.11.2002: 0.1J - Small improvements and bug fixes * 13.12.2002: 0.1N - Small improvements and bug fixes * 30.01.2003: 0.1P - Small improvements and bug fixes * 05.02.2003: 0.1Q - Small improvements and bug fixes * 19.02.2003: 0.1T - Small improvements and bug fixes * 04.03.2003: 0.1W - Mostly bug fixes * 22.03.2003: '''0.2A''' - Demo test, similar to S1 but without the new cars & tracks * 02.04.2003: 0.2B - Uses UDP packets for car position updates, various minor fixes * 02.04.2003: 0.2C - 0.2B had a bug and was replaced by 0.2C the same day * 07.05.2003: 0.2D - Adds skins_x directory for other drivers' skins * 01.06.2003: 0.2E - New SPR replay format (was GST format), added bump stops, gear ratios individually adjustable * 25.06.2003: 0.2F - Master server IP change update === S1 時代 === * 17.07.2003: '''0.3A''' - First release with paid for content * 25.09.2003: 0.3B - Adds translations, fixes many bugs * 30.10.2003: 0.3C - Allows up to 16 players to race online at once (previously 12), adds remote administration * 31.10.2003: 0.3D - Small bug fixes * 15.12.2003: 0.3E - Adds a new car (MRT5) * 02.03.2004: 0.3F - Adds HVS support, in-game LFS World integration and makes changes to keyboard steering system (less assists) * 08.04.2004: 0.3G - Reduces multiplayer warping, faster server browser, adds option to block chat messages * 08.10.2004: 0.3H - Adds skid marks and improved online stability === S2 プレアルファ時代 === * 14.08.2004: 0.5A - Pre-alpha tested at the Games Convention in Leipzig, included MRT6 and LX8 GTR === S2 アルファ時代 === * 15.01.2005: 0.5D - S2 CMX viewer released so work on S2 skins could begin * 11.02.2005: 0.5F - Early alpha build leaked across the net at some point in March, S2 content included but only S1 content could be unlocked * 05.04.2005: '''0.5K''' - Demo content only with numerous WIP improvements from v0.3 * 30.04.2005: 0.5L - Updated demo with the addition of clutch pack differentials and improved tyre heating * 17.06.2005: 0.5N - Updated CMX viewer released only * 25.06.2005: '''0.5P''' - First official release with full S2 content, up to 20 cars per server * 27.11.2005: 0.5Q - Improved international support * 18.04.2006: 0.5S - Updated CMX viewer released only * 21.04.2006: 0.5T - Improved tyre & aero physics, a new car ([[Cars:Single-Seaters#BMW Sauber F1 (Formula One)|BMW Sauber F1.06]]), two new configurations for [[Tracks:Aston|Aston]] and much more * 29.04.2006: 0.5U - Adds Outgauge system, server welcome messages, also fixes many small bugs * 22.12.2006: 0.5V - New engine sound system, improved multiplayer, auto-patcher system and many small GUI and usability improvements * 31.03.2007: 0.5W - Improved car sounds, various graphical updates, many small other improvements * 08.06.2007: 0.5X - Improved multiplayer (up to 32 cars per server), pre-load added to clutch pack diffs, handicaps system, high-res skin downloading * 08.07.2007: 0.5X10 - Adds force cockpit view option, lots of smaller usability improvements * 21.12.2007: 0.5Y - Improved physics, updated tracks ([[Tracks:South City|South City]] and [[Tracks:Blackwood|Blackwood]]), a new car ([[Cars:Single-Seaters#Formula BMW|Formula BMW FB02]]), engine stall, clutch wear, AI improvement * 02.07.2008: 0.5Z - New interiors for some cars, physics parameter updates, replay controls, demo licencing, and more langauge translations * 28.10.2009: 0.5Z25 - Improved car shadows, new wheel drawing system, improved road car dashboards, ABS brakes on some road cars, improved and much faster List of Hosts, powerful and flexible multiple screen support * 25.11.2009: 0.5Z28 - Installer, storage of multiple host passwords, added support for lfs:// * 17.06.2011: 0.6B - Open track configurations, autocross and object improvements, collision reporting system and other [[InSim]] changes, adjustable tyre warmers for hot lapping * 30.11.2012: 0.6E - Multiplayer improvements – New "instant" join system for fast and reliable connection, new packet buffering and storage system, new hacking protection and cheat detection systems * 21.06.2014: 0.6F - Support for 3D devices (3D TVs, Oculus Rift), DirectX 9 graphics engine * 27.09.2014: 0.6G - Oculus Rift DK2 support, graphical improvements * 02.04.2015: 0.6H - Rebuilt and extended version of the [[Tracks:Westhill|Westhill]] racing environment with additional configurations, full support for open configurations, improvements to the layout editor * 15.08.2015: 0.6J - High performance update === S3 時代 === * 19.12.2015: '''0.6K''' - The S3 license is now available with [[サーキット:Rockingham|Rockingham]], graphical improvements including new reflections and dynamic environment maps, AI improvements, support for HTC Vive * 13.02.2016: 0.6M - Rockingham update, borderless window system and other fixes * 24.03.2016: 0.6N - Updates in VR ("look and click" system, virtual keyboard) and audio * 16.04.2016: 0.6P - Updates in VR and controller support * 03.09.2016: 0.6Q - New system to simulate the mirrors realistically, full stereoscopic 3D mirrors in VR modes * 28.01.2017: 0.6R - Rebuilt and extended version of the [[サーキット:Blackwood|Blackwood]] racing environment (plus an industrial estate open area), minor improvements (shadows, track maps) ''Missing versions in the list were only released to the beta team for testing'' [[File:LFSTimeline.png|center]] 詳細は https://www.lfs.net/news をご覧ください。 == 開発チーム == <gallery> image:Dev_team.jpg|(左から右へ) Eric, Victor, Scawen image:Scawen.jpg|Scawen Roberts (とその息子Leoくん) image:Eric.jpg|Eric Bailey image:Vic.jpg|Victor van Vlaardingen image:Sev.jpg|2004年デンマークにてS2 Alphaをプレゼン中の開発チーム </gallery> == インタビュー == * [http://www.textfiles.com/magazines/DEMONEWS/demonews.074 Victor, demonews dec 1994] * [http://www.planetblackandwhite.com/features/interviews/scawen.shtml Scawen, planetb&w - feb 2001] * [http://www.bhmotorsports.com/article/79 All, BHM - nov 2002] * [http://www.doupe.cz/h/Special/AR.asp?ARI=103555 All, doupe.cz - April 2003] * [http://boomtown.net/en_uk/articles/art.view.php?id=3900 Eric, Boomtown - dec 2003] * [http://www.zt-racing.com/?p=interview Victor, ZockerTempel - jul 2004] * [http://nic.mm2c.com/index.php?page=inter_1 All, teamnic - Sept 2004] * [http://www.planet3dgames.de/index.php?site=news&id=1798 Victor, planet3dgames - march 2005] * [http://www.simracingportugal.net/lofiversion/index.php/t324.html All, simracingportugal - Mar 2005] * [http://liveforspeed.dk/index.php?option=com_content&task=view&id=85&Itemid=47 Victor, lfs.dk - march 2006] * [http://autosimsport.net/issues/autosimsport_v2i5.zip Victor & Scawen, Autosimsport May 2006 (p25)] * [http://www.liveforspeed.no/index.php?side=intervju&med=victor&spraak=engelsk All, lfs.no - Sept 2006] <!-- 他言語へのリンク --> [[cs:O LFS]] [[de:Über LFS]] [[en:About LFS]] [[fr:A propos de LFS]] [[hu:Az LFS-ről]] [[nl:Over LFS]] d159e9efa76558e66f30361fcd5653c701395fa2 ゲームモード 0 1412 2310 2263 2017-03-07T12:59:32Z Skylinekakkoii 57 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーン・レーサーズ・クラブ_ルール|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[車:クラスなし#UF_1000|UF1]] !! [[車:クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[車:FRクラス#XF_GTI|XFG]] !! [[車:FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[車:FRクラス#XR_GT|XRG]] !! [[車:FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[車:TBOクラス#XR_GT_Turbo|XRT]] !! [[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#RB4_GT|RB4]] !! [[車:TBOクラス#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#FXO_Turbo|FXO]] !! [[車:TBOクラス#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[車:クラスなし#LX4|LX4]] !! [[車:クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#LX6|LX6]] !! [[車:LRFクラス#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#FZ50|FZ5]] !! [[車:LRFクラス#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[車:LRFクラス#RaceAbout|RAC]] !! [[車:LRFクラス#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[車:シングルシーター#MRT5|MRT]] !! [[車:シングルシーター#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[車:FWD_GTRクラス#UF_GTR|UFR]] !! [[車:FWD_GTRクラス#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[車:FWD_GTRクラス#XF_GTR|XFR]] !! [[車:FWD_GTRクラス#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[車:シングルシーター#Formula_XR|FOX]] !! [[車:シングルシーター#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_BMW|FBM]] !! [[車:シングルシータークラス#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[車:シングルシータークラス#Formula_V8|FO8]] !! [[車:シングルシータークラス#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] !! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FXO_GTR|FXR]] !! [[車:RWD_GTRクラス#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#XR_GTR|XRR]] !! [[車:RWD_GTRクラス#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FZ50_GTR|FZR]] !! [[車:RWD_GTRクラス#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[サーキット:Blackwood|BL]] !! [[サーキット:Blackwood|Blackwood]] |[[サーキット:Blackwood#GP_Track|GP]], [[サーキット:Blackwood#Historic|Historic]], [[サーキット:Blackwood#Rallycross|Rallycross]], [[サーキット:Blackwood#Car_Park|Car Park]] |- ! [[サーキット:South_City|SO]] !! [[サーキット:South_City|South City]] |[[サーキット:South_City#Classic|Classic]], [[サーキット:South_City#Sprint_Track_1|Sprint 1]], [[サーキット:South_City#Sprint_Track_2|Sprint 2]], [[サーキット:South_City#City_Long|City Long]], [[サーキット:South_City#Town Course|Town Course]], [[サーキット:South_City#Chicane Route|Chicane Route]] |- ! [[サーキット:Fern_Bay|FE]] !! [[サーキット:Fern_Bay|Fern Bay]] |[[サーキット:Fern_Bay#Club|Club]], [[サーキット:Fern_Bay#Green|Green]], [[サーキット:Fern_Bay#Gold|Gold]], [[サーキット:Fern_Bay#Black|Black]], [[サーキット:Fern_Bay#Rallycross|Rallycross]], [[サーキット:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[サーキット:Aston|AS]] !! [[サーキット:Aston|Aston]] |[[サーキット:Aston#Cadet|Cadet]], [[サーキット:Aston#Club|Club]], [[サーキット:Aston#National|National]], [[サーキット:Aston#Historic|Historic]], [[サーキット:Aston#Grand_Prix|Grand Prix]], [[サーキット:Aston#Grand_Touring|Grand Touring]], [[サーキット:Aston#North|North]] |- ! [[サーキット:Westhill|WE]] !! [[サーキット:Westhill|Westhill]] |[[サーキット:Westhill#National|National]], [[サーキット:Westhill#International|International]], [[サーキット:Westhill#Car Park|Car Park]], [[サーキット:Westhill#Karting|Karting]], [[サーキット:Westhill#Karting National|Karting National]] |- ! [[サーキット:Kyoto_Ring|KY]] !! [[サーキット:Kyoto_Ring|Kyoto Ring]] |[[サーキット:Kyoto_Ring#Oval|Oval]], [[サーキット:Kyoto_Ring#National|National]], [[サーキット:Kyoto_Ring#GP Long|GP Long]] |- ! [[サーキット:Autocross|AU]] !! [[サーキット:Autocross|Autocross]] |[[サーキット:Autocross#Autocross|Autocross]], [[サーキット:Autocross#Skid_Pad|Skid Pad]], [[サーキット:Autocross#Drag_Strip|Drag Strip]], [[サーキット:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[サーキット:Rockingham|RO]] !! [[サーキット:Rockingham|Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]], [[サーキット:Rockingham#National|National]], [[サーキット:Rockingham#Oval|Oval]], [[サーキット:Rockingham#ISSC_Long|ISSC Long]], [[サーキット:Rockingham#Lake|Lake]], [[サーキット:Rockingham#Handling|Handling]], [[サーキット:Rockingham#International|International]], [[サーキット:Rockingham#Historic|Historic]], [[サーキット:Rockingham#Historic_Short|Historic Short]], [[サーキット:Rockingham#International_Long|International Long]], [[サーキット:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「Dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル / マルチプレーヤーレースをセットアップできます。 ここでは、車 / トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 これらの項目にはそれぞれガイドが表示されており、あなたの車のパフォーマンスを最大限発揮できるようカスタマイズするのに役立ちます。しかしながら、全てのサブメニューは、選択した値を増やしたり減らしたりできるスライダーを持っていることがすぐにわかるでしょう。 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 デフォルトの'hard track'セットアップをクリックし、ハイライトされた状態で'新規作成'ボタンをクリックし名前を入力して、コピーを作りましょう。 コピーがつくれたら、セッティングをいじってみましょう。 完成したら、OKボタンを押して元の画面に戻り、'Join race'ボタンを押してリストに自分の名前が表示されたことを確認しましょう。 === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] 次に、サーキット/コースを選択します。サーキットは、レースをするのに安全な場所です。 'Track'ボタンを押すと、サーキットリストやマップ、コース長などが表示されます。 LFSには8つのサーキットがあります。 the sevenths area Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[キーコンフィグ#LFS_World_コマンド]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、保存後すぐに再生が始まってしまいますが、マルチプレイなどで再生できない場合は'2'キーを押すことをお勧めします。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[キーコンフィグ#リプレイ操作]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 他言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] d2f945a5535d322a4a9479ce6f62e59ecc94e7fc 2321 2310 2017-03-17T08:42:30Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーンなレースをするために|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[車:クラスなし#UF_1000|UF1]] !! [[車:クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[車:FRクラス#XF_GTI|XFG]] !! [[車:FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[車:FRクラス#XR_GT|XRG]] !! [[車:FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[車:TBOクラス#XR_GT_Turbo|XRT]] !! [[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#RB4_GT|RB4]] !! [[車:TBOクラス#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#FXO_Turbo|FXO]] !! [[車:TBOクラス#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[車:クラスなし#LX4|LX4]] !! [[車:クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#LX6|LX6]] !! [[車:LRFクラス#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#FZ50|FZ5]] !! [[車:LRFクラス#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[車:LRFクラス#RaceAbout|RAC]] !! [[車:LRFクラス#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[車:シングルシーター#MRT5|MRT]] !! [[車:シングルシーター#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[車:FWD_GTRクラス#UF_GTR|UFR]] !! [[車:FWD_GTRクラス#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[車:FWD_GTRクラス#XF_GTR|XFR]] !! [[車:FWD_GTRクラス#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[車:シングルシーター#Formula_XR|FOX]] !! [[車:シングルシーター#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_BMW|FBM]] !! [[車:シングルシータークラス#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[車:シングルシータークラス#Formula_V8|FO8]] !! [[車:シングルシータークラス#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] !! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FXO_GTR|FXR]] !! [[車:RWD_GTRクラス#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#XR_GTR|XRR]] !! [[車:RWD_GTRクラス#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FZ50_GTR|FZR]] !! [[車:RWD_GTRクラス#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[サーキット:Blackwood|BL]] !! [[サーキット:Blackwood|Blackwood]] |[[サーキット:Blackwood#GP_Track|GP]], [[サーキット:Blackwood#Historic|Historic]], [[サーキット:Blackwood#Rallycross|Rallycross]], [[サーキット:Blackwood#Car_Park|Car Park]] |- ! [[サーキット:South_City|SO]] !! [[サーキット:South_City|South City]] |[[サーキット:South_City#Classic|Classic]], [[サーキット:South_City#Sprint_Track_1|Sprint 1]], [[サーキット:South_City#Sprint_Track_2|Sprint 2]], [[サーキット:South_City#City_Long|City Long]], [[サーキット:South_City#Town Course|Town Course]], [[サーキット:South_City#Chicane Route|Chicane Route]] |- ! [[サーキット:Fern_Bay|FE]] !! [[サーキット:Fern_Bay|Fern Bay]] |[[サーキット:Fern_Bay#Club|Club]], [[サーキット:Fern_Bay#Green|Green]], [[サーキット:Fern_Bay#Gold|Gold]], [[サーキット:Fern_Bay#Black|Black]], [[サーキット:Fern_Bay#Rallycross|Rallycross]], [[サーキット:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[サーキット:Aston|AS]] !! [[サーキット:Aston|Aston]] |[[サーキット:Aston#Cadet|Cadet]], [[サーキット:Aston#Club|Club]], [[サーキット:Aston#National|National]], [[サーキット:Aston#Historic|Historic]], [[サーキット:Aston#Grand_Prix|Grand Prix]], [[サーキット:Aston#Grand_Touring|Grand Touring]], [[サーキット:Aston#North|North]] |- ! [[サーキット:Westhill|WE]] !! [[サーキット:Westhill|Westhill]] |[[サーキット:Westhill#National|National]], [[サーキット:Westhill#International|International]], [[サーキット:Westhill#Car Park|Car Park]], [[サーキット:Westhill#Karting|Karting]], [[サーキット:Westhill#Karting National|Karting National]] |- ! [[サーキット:Kyoto_Ring|KY]] !! [[サーキット:Kyoto_Ring|Kyoto Ring]] |[[サーキット:Kyoto_Ring#Oval|Oval]], [[サーキット:Kyoto_Ring#National|National]], [[サーキット:Kyoto_Ring#GP Long|GP Long]] |- ! [[サーキット:Autocross|AU]] !! [[サーキット:Autocross|Autocross]] |[[サーキット:Autocross#Autocross|Autocross]], [[サーキット:Autocross#Skid_Pad|Skid Pad]], [[サーキット:Autocross#Drag_Strip|Drag Strip]], [[サーキット:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[サーキット:Rockingham|RO]] !! [[サーキット:Rockingham|Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]], [[サーキット:Rockingham#National|National]], [[サーキット:Rockingham#Oval|Oval]], [[サーキット:Rockingham#ISSC_Long|ISSC Long]], [[サーキット:Rockingham#Lake|Lake]], [[サーキット:Rockingham#Handling|Handling]], [[サーキット:Rockingham#International|International]], [[サーキット:Rockingham#Historic|Historic]], [[サーキット:Rockingham#Historic_Short|Historic Short]], [[サーキット:Rockingham#International_Long|International Long]], [[サーキット:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for sppedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「Dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join''' レース途中のJoinを禁止 '''Allow car reset''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル / マルチプレーヤーレースをセットアップできます。 ここでは、車 / トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 これらの項目にはそれぞれガイドが表示されており、あなたの車のパフォーマンスを最大限発揮できるようカスタマイズするのに役立ちます。しかしながら、全てのサブメニューは、選択した値を増やしたり減らしたりできるスライダーを持っていることがすぐにわかるでしょう。 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 デフォルトの'hard track'セットアップをクリックし、ハイライトされた状態で'新規作成'ボタンをクリックし名前を入力して、コピーを作りましょう。 コピーがつくれたら、セッティングをいじってみましょう。 完成したら、OKボタンを押して元の画面に戻り、'Join race'ボタンを押してリストに自分の名前が表示されたことを確認しましょう。 === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] 次に、サーキット/コースを選択します。サーキットは、レースをするのに安全な場所です。 'Track'ボタンを押すと、サーキットリストやマップ、コース長などが表示されます。 LFSには8つのサーキットがあります。Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[[キーコンフィグ#LFS_World_コマンド|こちら]]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、自動的につけられた名前で保存された後、すぐに再生が始まります。マルチプレイでは'1'キーは投票に割り当てられているので、'2'キーを押して、名前を付けて保存します。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[[キーコンフィグ#リプレイ操作|キーコンフィグ]]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 他言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] c873f4e8e3077807ba82cba1765449268e2fa0dd 2336 2321 2017-03-18T15:59:56Z Skylinekakkoii 57 /* ホスト作成 */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーンなレースをするために|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[車:クラスなし#UF_1000|UF1]] !! [[車:クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[車:FRクラス#XF_GTI|XFG]] !! [[車:FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[車:FRクラス#XR_GT|XRG]] !! [[車:FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[車:TBOクラス#XR_GT_Turbo|XRT]] !! [[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#RB4_GT|RB4]] !! [[車:TBOクラス#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[車:TBOクラス#FXO_Turbo|FXO]] !! [[車:TBOクラス#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[車:クラスなし#LX4|LX4]] !! [[車:クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#LX6|LX6]] !! [[車:LRFクラス#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[車:LRFクラス#FZ50|FZ5]] !! [[車:LRFクラス#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[車:LRFクラス#RaceAbout|RAC]] !! [[車:LRFクラス#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[車:シングルシーター#MRT5|MRT]] !! [[車:シングルシーター#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[車:FWD_GTRクラス#UF_GTR|UFR]] !! [[車:FWD_GTRクラス#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[車:FWD_GTRクラス#XF_GTR|XFR]] !! [[車:FWD_GTRクラス#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[車:シングルシーター#Formula_XR|FOX]] !! [[車:シングルシーター#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[車:シングルシータークラス#Formula_BMW|FBM]] !! [[車:シングルシータークラス#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[車:シングルシータークラス#Formula_V8|FO8]] !! [[車:シングルシータークラス#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] !! [[車:シングルシーター#BMW_Sauber_F1_(Formula_One)|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FXO_GTR|FXR]] !! [[車:RWD_GTRクラス#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#XR_GTR|XRR]] !! [[車:RWD_GTRクラス#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[車:RWD_GTRクラス#FZ50_GTR|FZR]] !! [[車:RWD_GTRクラス#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[サーキット:Blackwood|BL]] !! [[サーキット:Blackwood|Blackwood]] |[[サーキット:Blackwood#GP_Track|GP]], [[サーキット:Blackwood#Historic|Historic]], [[サーキット:Blackwood#Rallycross|Rallycross]], [[サーキット:Blackwood#Car_Park|Car Park]] |- ! [[サーキット:South_City|SO]] !! [[サーキット:South_City|South City]] |[[サーキット:South_City#Classic|Classic]], [[サーキット:South_City#Sprint_Track_1|Sprint 1]], [[サーキット:South_City#Sprint_Track_2|Sprint 2]], [[サーキット:South_City#City_Long|City Long]], [[サーキット:South_City#Town Course|Town Course]], [[サーキット:South_City#Chicane Route|Chicane Route]] |- ! [[サーキット:Fern_Bay|FE]] !! [[サーキット:Fern_Bay|Fern Bay]] |[[サーキット:Fern_Bay#Club|Club]], [[サーキット:Fern_Bay#Green|Green]], [[サーキット:Fern_Bay#Gold|Gold]], [[サーキット:Fern_Bay#Black|Black]], [[サーキット:Fern_Bay#Rallycross|Rallycross]], [[サーキット:Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[サーキット:Aston|AS]] !! [[サーキット:Aston|Aston]] |[[サーキット:Aston#Cadet|Cadet]], [[サーキット:Aston#Club|Club]], [[サーキット:Aston#National|National]], [[サーキット:Aston#Historic|Historic]], [[サーキット:Aston#Grand_Prix|Grand Prix]], [[サーキット:Aston#Grand_Touring|Grand Touring]], [[サーキット:Aston#North|North]] |- ! [[サーキット:Westhill|WE]] !! [[サーキット:Westhill|Westhill]] |[[サーキット:Westhill#National|National]], [[サーキット:Westhill#International|International]], [[サーキット:Westhill#Car Park|Car Park]], [[サーキット:Westhill#Karting|Karting]], [[サーキット:Westhill#Karting National|Karting National]] |- ! [[サーキット:Kyoto_Ring|KY]] !! [[サーキット:Kyoto_Ring|Kyoto Ring]] |[[サーキット:Kyoto_Ring#Oval|Oval]], [[サーキット:Kyoto_Ring#National|National]], [[サーキット:Kyoto_Ring#GP Long|GP Long]] |- ! [[サーキット:Autocross|AU]] !! [[サーキット:Autocross|Autocross]] |[[サーキット:Autocross#Autocross|Autocross]], [[サーキット:Autocross#Skid_Pad|Skid Pad]], [[サーキット:Autocross#Drag_Strip|Drag Strip]], [[サーキット:Autocross#Drag_Strip|8 Lane Drag]] |- ! [[サーキット:Rockingham|RO]] !! [[サーキット:Rockingham|Rockingham]] |[[サーキット:Rockingham#ISSC|ISSC]], [[サーキット:Rockingham#National|National]], [[サーキット:Rockingham#Oval|Oval]], [[サーキット:Rockingham#ISSC_Long|ISSC Long]], [[サーキット:Rockingham#Lake|Lake]], [[サーキット:Rockingham#Handling|Handling]], [[サーキット:Rockingham#International|International]], [[サーキット:Rockingham#Historic|Historic]], [[サーキット:Rockingham#Historic_Short|Historic Short]], [[サーキット:Rockingham#International_Long|International Long]], [[サーキット:Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for speedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「Dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join:''' レース途中のJoinを禁止 '''Allow car reset:''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view:''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル / マルチプレーヤーレースをセットアップできます。 ここでは、車 / トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 これらの項目にはそれぞれガイドが表示されており、あなたの車のパフォーマンスを最大限発揮できるようカスタマイズするのに役立ちます。しかしながら、全てのサブメニューは、選択した値を増やしたり減らしたりできるスライダーを持っていることがすぐにわかるでしょう。 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 デフォルトの'hard track'セットアップをクリックし、ハイライトされた状態で'新規作成'ボタンをクリックし名前を入力して、コピーを作りましょう。 コピーがつくれたら、セッティングをいじってみましょう。 完成したら、OKボタンを押して元の画面に戻り、'Join race'ボタンを押してリストに自分の名前が表示されたことを確認しましょう。 === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] 次に、サーキット/コースを選択します。サーキットは、レースをするのに安全な場所です。 'Track'ボタンを押すと、サーキットリストやマップ、コース長などが表示されます。 LFSには8つのサーキットがあります。Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[[キーコンフィグ#LFS_World_コマンド|こちら]]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、自動的につけられた名前で保存された後、すぐに再生が始まります。マルチプレイでは'1'キーは投票に割り当てられているので、'2'キーを押して、名前を付けて保存します。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[[キーコンフィグ#リプレイ操作|キーコンフィグ]]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 他言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 4f1dcbee8ac216f4e5bffa97fc278160567ab177 カテゴリ:テーブルセルテンプレート 14 1535 2311 2017-03-15T14:03:07Z Skylinekakkoii 57 空白のページを作成しました wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 テンプレート:N/A 10 1536 2312 2017-03-15T14:06:57Z Skylinekakkoii 57 ページの作成:「<noinclude>{| class="wikitable" |- |</noinclude>style="background: #ececec; color: #2C2C2C; font-size: smaller; vertical-align: middle; text-align: {{{align|center}}}; {{...」 wikitext text/x-wiki <noinclude>{| class="wikitable" |- |</noinclude>style="background: #ececec; color: #2C2C2C; font-size: smaller; vertical-align: middle; text-align: {{{align|center}}}; {{{style|}}}" class="N/A table-na"|{{{1|N/A}}}<noinclude> |} == テンプレートの解説 == これはテーブルのセルを埋めるテーブルセルテンプレートです。 [[カテゴリ:テーブルセルテンプレート]]</noinclude> c36495cb6914dad696e722e9c4d57d7c3a9f508f テンプレート:Unknown 10 1537 2313 2017-03-15T14:09:15Z Skylinekakkoii 57 ページの作成:「<noinclude>{| class="wikitable" |- |</noinclude>style="background: #ececec; color: #2C2C2C; font-size: smaller; vertical-align: middle; text-align: {{{align|center}}}; {{...」 wikitext text/x-wiki <noinclude>{| class="wikitable" |- |</noinclude>style="background: #ececec; color: #2C2C2C; font-size: smaller; vertical-align: middle; text-align: {{{align|center}}}; {{{style|}}}" class="unknown table-unknown"|{{{1|Unknown}}}<noinclude> |} == テンプレートの解説 == これはテーブルのセルを埋めるテーブルセルテンプレートです。 [[カテゴリ:テーブルセルテンプレート]]</noinclude> 9ea70c4ee740f45404179cb97d5a0ccd9a542be6 テンプレート:サーキットリスト 10 1538 2314 2017-03-15T14:14:46Z Skylinekakkoii 57 ページの作成:「{| class="wikitable" style="font-size: 85%" ! サーキット ! 略称 ! コース ! 逆走 |- ! rowspan="4" | サーキット:Blackwood|<span style="font-size: 20px; f...」 wikitext text/x-wiki {| class="wikitable" style="font-size: 85%" ! サーキット ! 略称 ! コース ! 逆走 |- ! rowspan="4" | [[サーキット:Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br>Blackwood]] ! BL1 | GP | BL1R |- ! BL2 | Historic | BL2R |- ! BL3 | Rallycross | BL3R |- ! BL4 | Car Park | {{N/A}} |- ! rowspan="6" | [[サーキット:South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br>South City]] ! SO1 | Classic | SO1R |- ! SO2 | Sprint 1 | SO2R |- ! SO3 | Sprint 2 | SO3R |- ! SO4 | Long | SO4R |- ! SO5 | Town Course | SO5R |- ! SO6 | Chicane Route | SO6R |- ! rowspan="6" | [[サーキット:Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br>Fern Bay]] ! FE1 | Club | FE1R |- ! FE2 | Green | FE2R |- ! FE3 | Gold | FE3R |- ! FE4 | Black | FE4R |- ! FE5 | Rallycross | FE5R |- ! FE6 | Rallycross Green | FE6R |- ! rowspan="4" | [[サーキット:Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br>Autocross]] ! AU1 | Autocross | {{N/A}} |- ! AU2 | Skid Pad | {{N/A}} |- ! AU3 | Drag Strip (2 lane) | {{N/A}} |- ! AU4 | 8 Lane Drag | {{N/A}} |- ! rowspan="3" | [[サーキット:Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br>Kyoto Ring]] ! KY1 | Oval | KY1R |- ! KY2 | National | KY2R |- ! KY3 | GP Long | KY3R |- ! rowspan="5" | [[サーキット:Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br>Westhill]] ! WE1 | National | WE1R |- ! WE2 | International | WE2R |- ! WE3 | Car Park | {{N/A}} |- ! WE4 | Karting | WE4R |- ! WE5 | Karting National | WE5R |- ! rowspan="7" | [[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br>Aston]] ! AS1 | Cadet | AS1R |- ! AS2 | Club | AS2R |- ! AS3 | National | AS3R |- ! AS4 | Historic | AS4R |- ! AS5 | Grand Prix | AS5R |- ! AS6 | Grand Touring | AS6R |- ! AS7 | North | AS7R |- ! rowspan="11" | [[サーキット:Aston|<span style="font-size: 20px; font-weight:bold;">RO</span><br>Rockingham]] ! RO1 | ISSC | RO1R |- ! RO2 | National | RO2R |- ! RO3 | Oval | RO3R |- ! RO4 | ISSC Long | RO4R |- ! RO5 | Lake | RO5R |- ! RO6 | Handling | RO6R |- ! RO7 | International | RO7R |- ! RO8 | Historic | RO8R |- ! RO9 | Historic Short | RO9R |- ! RO10 | International Long | RO10R |- ! RO11 | Sportscar | RO11R |}<noinclude> '''Version:''' 0.6R == テンプレートの解説 == このテンプレートはサーキットとトラックコードのリストです。挿入したり更新したりするのに便利なよう作られています。変更点があるようであれば、上記のバージョン番号も変更してください。</noinclude> 91cee8f99e5d0278827e6abde84264b98efea960 Host チュートリアル 0 1432 2316 1937 2017-03-15T14:21:19Z Skylinekakkoii 57 wikitext text/x-wiki == Bandwidth Calculations == Bandwidth usage increases approximately with the square of the number of players. You must be careful not to set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is much more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. These values are for a smoothness setting of 4 packets per second. 4 guests, 4 cars : 4.9 KB/s 8 guests, 8 cars : 21.4 KB/s 11 guests, 11 cars : 41.6 KB/s (demo max) 12 guests, 12 cars : 49.9 KB/s 15 guests, 15 cars : 79.1 KB/s (S1 max) 16 guests, 16 cars : 90.4 KB/s 20 guests, 20 cars : 142.9 KB/s 32 guests, 32 cars : 372.4 KB/s 47 guests, 32 cars : 552.4 KB/s (S2 max) == Running a LFS Server == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Host チュートリアル#Firewalls|Firewalls]] * [[Host チュートリアル#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated Or "Full Client" Servers? === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === Brief Guide === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === Detailed Guide === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. It's also worth taking a look at [http://www.lfsforum.net/showthread.php?p=416561 this thread], which discusses the issues with various versions of WINE, and workarounds. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === Configuration Files === ==== The Common Way ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :use list of cars including a + between them (ex. UF1+XFG+XRG+FBM) /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spec (Wrong way drivers) /midrace=yes :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === Firewalls === There are a lot of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPTables ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === Track List === If you're not familiar with the track's shorthand names, here's something you might find helpful: {{サーキットリスト}} === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> == Host commands == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === Simple commands with no parameter === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === Commands with a parameter - entry screen mode === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high === Commands with a parameter - any time === /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === Kick and ban commands - any time === /spec X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === Penalty commands - during a race === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X /p_clear X :clears penalty === Host settings commands === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :use list of cars including a + between them (ex. UF1+XFG+XRG+FBM) === Track Layout related commands === /axlist X :get list of layouts for track X - e.g. AU1 /axload X :load autocross layout named X for this track without track prefix (ex: /axload Slalom) /axsave X :save layout X on host /axlaps X :set autocross number of laps /axclear :clear autocross layout === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. == How to play LFS on a LAN == ''by danowat'' Firstly you need to decide which PC will HOST the game, go to this PC and find out its IP address, you can do this by going to START, RUN, CMD, IPCONFIG /ALL. [[image:Lan1.jpg]] Note down your IP address, it should be in the range 192.168.0.0, if it isnt then you either need to set it to a proper LAN IP range (192.168.0.0), or if you have XP (certainly PRO, not sure if it works in HOME) you can assign more than one IP address. [[image:Lan2.jpg]] Once you have the IP address changed and/or noted, you can now proceed in starting LFS on the HOST machine, click the Multiplayer button, then click Start new game, you will be presented with this screen. [[image:Lan3.jpg|800px]] Notice at the top you have 3 options, LOCAL, INTERNET and HIDDEN, as you are making a LAN only game click LOCAL, game name can be anything of your choosing, but CAN'T be blank, password can be left blank, IP address MUST be the same is the IP address on the host machine, and port needs to be a port that is open on your firewall, here I have 63392, yours may be different but you MUST note down which port you use. Select the other settings to your preference and click GO, once the game has loaded go to each CLIENT machine and proceed to join the game on each CLIENT machine. Again, the CLIENT machines MUST have a valid IP range, if not change or add as described earlier. Click Join Specific game, next click LOCAL NETWORK, enter the HOST IP address,the HOST port and the HOST password, now click go and you should connect to the host machine, if you don't and get client connect either your firewall is blocking the traffic on either HOST or CLIENT machine, or your IP address/port selections are wrong. [[image:Lan4.jpg|800px]] It certainly works on a LAN, but it just takes a little time to get it running. == Hosting for Dummies == A beginners guide to hosting. This little guide is written to help people understand the basics of hosting. I have tried to keep away from the technical babble, but some basic knowledge is needed, so lets go on to chapter one: Internet basics. === Internet Basics === All Internet communications is using 3 main parts: IP addresses: This is the address you have, or the address of the host you are connecting to. Ports are used to keep traffic separated, and give the ability to have several services (like http @ port 80, https @ port 443) or programs running at one IP-address. Protocols are the “language” used. For LFS we need TCP and UDP. TCP is using “Handshake” for each packet, so that every packed delivery is confirmed. This creates more traffic, but is reliable and sender knows that data was delivered. TCP also resends packets that were lost automatically. LFS uses TCP for control data, like race restarts. UDP is just sending packets, and hope they arrive at the recipient. It’s much quicker method, but unreliable. LFS uses UDP for sending car position data. To be able to communicate we need some hardware: NIC: Network Interface Card, or for short: Network card. Routers keep track of where to send the traffic. Some services: DNS Dynamic Name Server, this helps you to use names for hosts, so you just need to remember www.google.com, instead of 66.102.11.99 (Google’s IP-address) DNS is not necessary for LFS, but used for almost everything else … Security: Firewall is a system or program used to only let approved traffic thru. And finally, some other terms used: DHCP, Dynamic Host Configuration Protocol. This is assigning a unused IP-address automatically, helping to reduce the number of unused IP-addresses. Some ISPs force a new IP-address every now and then. Public IP is the IP-address you use to connect to the Internet, or the IP you connects to. This must be a unique address (You will be assigned this from your ISP using your ISP’s DHCP-server) Also called “outside” Private IP Your home router assigns you a Private IP, this address is within some specific ranges, a common used range is: 10.x.x.x , the second range, the most common default for your typical home router is 192.168.x.x, The third range is 172.16-31.x.x. Also called “inside” NAT Network address Translation. This is a very clever system; it protects you very well from the Internet, and gives you the possibility to have several PC’s on the “Inside” [PC1] --> [PC2] --> [Router with NAT] --> Internet [PC3] --> When using NAT your Private IP address is translated to your Public IP, making it possible for you to get on the net Lots of stuff, and new words, but its needed to understand why you need port-mapping. Lets move on to “How it works” === How the Internet works === A simple sample, direct connection to the Internet: [PC1] --> [Internet] --> [www.google.com] Your PC has a valid Public IP, and you want to browse google’s web pages Your PC first makes a DNS lookup to find Google’s Public IP. Http is using Port 80, so your PC connects to Google’s public IP at port 80 and you can read the page. What you don’t see is that your PC is using an unused port above 1024 to connect to google, lets say, port 1050, so what really happens is: Your PC opens port 1050 for outgoing traffic, and sends a “Get” request to google’s web server at port 80. The server opens the file and sends it back to your client at port 1050. A sample with NAT, Connection with a router: [PC1] --> [PC2] -- [Router with NAT] --> [Internet] --> [www.google.com] [PC3] – Your PC has a valid private IP, and your Router has a valid Public IP Your PC request a page at Google, it uses a port over 1024, lets reuse 1050. The request goes thru your Router, and is translated to your routers public IP, with a new port, lets say the request that reaches google.com is from your routers public IP at port 23050. Google answers back to your routers public IP at port 23050, and it remember that it was your PC, at its Private IP and at port 1050 the request came from and sends the data back to your PC’s Private IP at port 1050. LFS's default server port is 63392, which means your PC uses a port higher than 1024 and connects to the LFS hosts IP at port 63392. LFS can be set to use any port. Still hanging on? Lets move on to Security === Security === Security is a BIG issue when connected to the Internet. “Out there” you have hackers and Internet spreading viruses that wants to spoil your fun, it’s just like the demo servers ;) To protect yourself you must use a firewall. The most common thing is the built in firewall in Windows XP. This is turned on when enabling the Internet connection sharing function. Windows XP SP2 also turns the firewall on by default. Another common solution is a “Personal Firewall” This is an application you run on your computer. Making sure that only approved programs can access the Internet. The usual way is: when a “new program” request a internet connection, a dialog pops up asking you to grant or deny access, or grant a permanent access. Another solution is to have an extra “box”, a PC or a “Black box” (black box is a term for a system running a “unknown” OS with a “unknown” firewall). At home this is most commonly your home gateway. It’s a small box with lots of lights on it. ;) It can also run on a separate PC, using Linux (or other Unix-like OS, FreeBSD is very secure and quite popular), but if you have that solution you probably are no dummy and don’t need to read this guide. Most external router/firewall solutions come with NAT. The default behaviour of NAT makes sure that NO connections from the outside makes it thru the router, but ANY connection from the inside will be let out. Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Still hanging around? Wanna be crazy? Go on to “Security, the tuff stuff” Or just a little bit crazy? Check out, “LFS hosting with a firewall” Or move on to “why we need port mapping” === Security the tuff stuff ...=== WARNING This chapter may make you feel dizzy or fall asleep The problem with an external firewall is that it doesn’t see which application that is requesting Internet access. It needs rules for the traffic. The first rule is usually “DENY ALL” everything is closed if not a specific rule allows it. New sample: [PC1] --> [PC2] --> [Router with NAT and Firewall] --> [Internet] --> [LFS Host@port 63392] [PC3] --> PC1 wants to connect to a LFS host at the Host IP and port 63392. To get this traffic thru the router, the router must have a rule that: Allow PC1 to connect to the LFS host, at its IP address and port 63392. But, there is not only one LFS host out there so the rule needs an update: Allow PC1 to connect to ANY host at port 63392 And then someone else in your company wants to try LFS, new update: Allow ANY pc to connect to ANY host at port 63392 OK, not too bad. Outbound traffic to a specific port is usually granted already (e.g. to be able to browse the Internet you must be able to use port 80 (http)). But LFS can use any port and now you will dig a real hole in the firewall: Allow ANY pc to connect to ANY host at ANY port. Most company firewall operators do not want to use “Any”, as this gives no control. 3x ANY in one line is something you really don’t want. Therefore, playing LFS behind a company firewall can be very hard. Hosting LFS behind a company firewall will usually be impossible... Allow all out deny all in setup is actually a very good firewall for home use, but if you download a program, lets call it Crack.exe, that really is a small program recording your bank account information, and sending it to a host outside, you will never see it, without a Personal Firewall. But … who runs software downloaded from the net without running a virus-scan? ;) Lets move on to “Hosting LFS with a firewall”. === LFS Hosting with a firewall === WARNING This chapter is also tuff one... Because of DENY ALL IN rule, you must set up a rule for your LFS host. Your firewall must let incoming traffic to port 63392 (default LFS, or any other port you decided to use in server configuration) pass thru. Remember that LFS is using both TCP and UDP protocols. The rule will look something like: Allow ANY Source IP to connect to your LFS host IP at port 63392 (using both TCP and UDP). Some firewalls have problems with UDP. If this is the issue, your host will be visible on the master list, but no one will be able to connect. I would recommend to disable the personal firewall when testing, especially if you are behind a router with NAT. Just remember to enable it when done testing. (For home users with residential gateways this would mean pulling cables and changing setups. I wouldn’t recommend that. If you are setting up the server behind a home gateway, I guess the best way to test would be to have a friend that you can call and ask to try and connect to your server.) Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Now we should be able to understand “why we need port mapping” === Why we need port mapping === When hosting, you want other people to be able to connect to your LFS host. Going back to the Router with NAT example: [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] – The router just blocks all traffic from the outside. So we need to create a port mapping to tell the router that this is traffic we want to deal with. A port mapping tells the router that all traffic from the outside to port 63392 (default for LFS) will be sent to an IP on the inside at port 63392. [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] <-- Remember: The port mapping must include both TCP and UDP How this is set up depends on your router. Most home routers provide a web interface to configure the router; some have a separate program running on your PC for configuration. Some routers also have the possibility to use “telnet” to change the configuration (start – run – cmd – telnet 10.0.0.1 (or 192.168.0.1 or 192.168.1.1 or any other IP address of your router)) Read the manual, check your ISP's faq, ask your ISP. Most home gateways will let you set them up via web interface. Open your web browser and enter http://192.168.0.1 (or other possible addresses). You will almost certainly be asked for username and password by the router. If you don’t know the password for your router configuration you have three options: 1) Your password is the default factory one: Check you router manual to find out the default password and change it. 2) Your password is not default one and you never changed it yourself: This is most common with routers that were provided by your ISP as part of the service. ISP sometimes sets their own passwords, so that you cannot change the configuration and complain to customer support about it. You will have to talk to your ISP customer support in that case. 3) You changed your password, but forgot it: This is the worst case. You can reset the password by doing the “hard reset” procedure on router to reset to defaults. DON’T DO THIS UNLESS YOU KNOW ALL ABOUT YOUR ROUTER! Resetting the router means all configuration needs to be entered again. See the “routers guide” and check if your router is in there. Problems? LFS is using a very high port. Some routers use a high range for “outgoing NAT”. Some ISPs also reserve these high ports for their internal use. If your router/ISP does this you must: Exclude the “LFS range” from the “outgoing NAT” range or Use a lower port for LFS Some ISPs force your router to change IP every now and then. This is not good for the clients connected when this happens, but (AFAIK) the LFS host reconnects to the master server and updates its new IP. === Routers guide === Here I have a plan to add guides to set up port mapping on specific routers... See here how to forward ports on your hardware firewall/router<br> http://portforward.com/routers.htm Netopia 4542 router D-link 804HV Setting up a LFS Host Technical background Here I have tried to collect some words about hosting, and LFS.. TCP and UDP in LFS (By Scawen) The TCP connection of course has to work because the in-sync game code relies on TCP, as everything needs to match, and stay in sync. But the position updates (PosPackets) don't match perfectly, because they are run without delay (there is always "error" in remote car positions - seen as warping - because of inevitable time delay) and that system uses UDP packets because they are quicker but do suffer from packet loss and it's better to forget about ones that didn't arrive and just use the next packet that does arrive). However, guests which are failing to receive UDP packets can request the host to send TCP PosPackets to the guest, and it will do so. But guests *never* send TCP PosPackets to the host. That's because sometimes guests are behind firewalls and for some reason can't receive UDP packets sent back to them - and another problem that a UDP connection that worked at first can later be "forgotten" by the router for some reason. However, they can always *send* UDP packets to the host, because the host must be properly set up on the internet, so the problem of losing the UDP connection in that direction shouldn't arise. So... in summary, it can work if the guest can't *receive* UDP packets, in which case it will request the PosPackets to be sent to it in TCP packets, but it must be able to *send* UDP packets because there is no fallback system in that direction. Ranges used for LAN games (aka. IETF private IP ranges): (By Scawen) These are the ranges : 10.x.x.x 192.168.x.x 172.16-31.x.x More info: http://www.suse.de/~mha/linux-ip-nat/diplom/ Why other ranges do not work: (by scawen) That's because direct connection is restricted to local networks. It's a security measure so that people who want to play on the Internet must go through the master server (not connect direct by IP, but they can simply connect by “name” to a "hidden" game for the same effect - this stops people with a hacked version being able to happily race over the internet). So I’ve researched the special IP addresses, which are reserved for local networks and allowed direct connection for those addresses. I don't really know why your network is using addresses outside the reserved IP address ranges. I guess there may be a good reason or else someone just chose the 200.x.x.x range because it sounded good? Don't know much about that really but you might not be able to connect to some "real" IP addresses in that range, and I guess that's why there are some special reserved ranges. {{Guides}} <!-- 他言語へのリンク --> [[de:Dedizierter Server]] [[en:Hosting]] [[hu:Hosztolás]] d2c7cadc0aba325cab4b84baa09afe1ed0867f14 トーク:Host チュートリアル 1 1433 2317 1657 2017-03-15T14:22:00Z Skylinekakkoii 57 ページの白紙化 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 テンプレート:- 10 1522 2318 2204 2017-03-15T14:34:30Z Skylinekakkoii 57 解説の追加 wikitext text/x-wiki <br clear="all" /><noinclude> == テンプレートの解説 == このテンプレートは記事の== ==空間を画像や表などが越えることを防止するためのもので、テキスト/コンテンツの回り込みを解除します。 === <nowiki>{{-}}</nowiki>なしの例 === [[File:On-screendisplay default.jpg|thumb|left|150px|OSD]] Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. ==== このセクションは画像の右に表示されます ==== Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. {{-}} === <nowiki>{{-}}</nowiki>を使った例 === [[File:On-screendisplay default.jpg|thumb|left|150px|OSD]] Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. {{-}} ==== このセクションは画像の下に表示されます ==== Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.</noinclude> e2e9a1cb0ab5f5750ce07ea6935113e6d41ad042 テンプレート:ガイド 10 1458 2319 2094 2017-03-15T14:39:02Z Skylinekakkoii 57 wikitext text/x-wiki <br clear="all"/> {| width="600" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[ガイド|Live for Speed ガイドとチュートリアル]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:ガイド|v]]</div></div> |- | style="vertical-align: top;" align="center" | <small>[[基本セットアップガイド]] | [[応用セットアップガイド]] | [[テクニカルリファレンス]] | [[スキン作成 チュートリアル]] | [[オートクロス]] | [[ムービー作成 チュートリアル]] | [[3Dレンダリング チュートリアル]] | [[スクリプト作成]] | [[Host チュートリアル]] | [[InSim チュートリアル]] | [[ファイルフォーマット]]</small> |} <noinclude>[[Category:ナビボックステンプレート]]</noinclude> d12e587648262efe8061e7ba0c706af982b06419 オートクロスエディタ 0 1455 2320 2150 2017-03-17T08:30:20Z Skylinekakkoii 57 /* 操作方法 */ リンク変更 wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] '''注意:''' オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に '''SHIFT+U''' を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、'''SPACEキー''' を押して '''edit''' をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。 スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。 また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトの設置 === オブジェクトの種類を選択し、'''Oキー''' を押すことで、オブジェクトを設置することができます。また '''「<」と「>」キー''' でオブジェクトの向きを変更できます。何も選択されていない状態で '''Mキー''' を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、'''OキーやMキー''' を押すと、1mグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。LFSには、赤と白のの縁石や傾斜コンクリート、広告バナー、動かすことのできる藁ベール、パイロン、左右のマーカーなどの多くのオブジェクトがあります。 そのうちいくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントの設置 === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] オートクロスにはフィニッシュラインと最低でも一つのチェックポイントが必要です。これによってコースとして定義することができ、またスプリットタイムを計測することができます。 '''Fキーか1,2,3キー''' を押すことで、フィニッシュラインやチェックポイントを設置します。オブジェクトの設置で行ったように、'''Mキー''' を押すことで幅や方向を調整することができます。 チェックポイントは走行中には見えません。コースを編集するときは、パイロンなどのオブジェクトを使って、ドライバーが必ずチェックポイント通過するようにして下さい。 '''WキーとEキー''' を使ってチェックポイントの幅を変更できます。 注意 : チェックポイントにおいて、方向は重要です。正しい方向でチェックポイントを通過するようにしなければ、タイムは計測されません。 チェックポイントは角括弧のような見た目になっています。"["の右側から左側へ車が通過するように設置して下さい。 === 制限区域とルートコントロール === "marshall"モードでは、マーシャルエリア(制限区域)とルートチェッカーを設置することができます。[[Image:Routechecker.png|thumb|ルートチェッカー]] マーシャルエリアは赤い円で表示されます。シングルプレイヤーモードでそこに進入すると、プレイヤーは45秒のペナルティを科されます。マルチプレイヤーモードの場合、プレイヤーは強制的に観戦モードにされます。 ルートチェッカーは緑の円で表示されます。全てのルートチェッカーはルートインデックス番号を持っており、選択時に画面上部右に表示されます。 車が正しい順序で通るよう、チェッカーを設置して下さい。間違った順序で通過すると、ペナルティを受けたり、強制的に観戦モードにされたりしてしまいます。 ルートインデックスは、ルートチェッカーが設置される際に自動的に生成されます。route indexボタンを押すことで、手動でルートインデックスを編集することができます。 === レースコントロールオブジェクト === "control"と呼ばれる専用のオブジェクトカテゴリがあります。このカテゴリではレースグリッドなどを変更することができます。 スターティンググリッドは最大 40個 のカスタムポジションを設置することで変更できます。ガレージやピットを他の場所へ移動したい場合は、新しいカスタムピットスタートポイントやピットストッポボックスを設置して下さい。 使用しようとしているレイアウトがスタートライトを使わない設定になっている場合、カスタムスタートライトを設置することができます。 === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[カメラ視点#フリーカメラ|フリーカメラ]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + '''OまたはMキー''' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 7ba9d059eff6f4d2bc8829e0c48ca036efa3099c バージョンの歴史 0 1539 2322 2017-03-17T16:25:58Z Skylinekakkoii 57 英版のコピー&一部翻訳 wikitext text/x-wiki 最新版パッチまでの、全てのLFSの公式メジャーリリースバージョンの歴史です(テストパッチは含まれていません)。 テストパッチなども含んだ全てのバージョンの歴史は、[[バージョンの歴史(完全版)]]をご覧ください。 [[File:LFSTimeline.png|950px|center]] == 0.6R == ''- 2017/01/28''<br /> <br /> 新しいBlackwoodの環境 :<br /> <br /> - 新しいテクスチャとジオメトリ、そしてディテールアップが全体的に行われました<br /> - 新しく追加された、Historic設定 (GPに似ていますがシケインがありません)<br /> - 新しい工業団地エリアがオープンコース設定選択時に使用可能になりました<br /> <br /> その他の互換性のない変更 :<br /> <br /> XRG / XRT / FZ5 の最大ステアリング切れ角は45度へと増やされました<br /> スポーンポジションで "Could not join : Start is blocked" となってしまう現象が無効化されました<br /> レイアウトオブジェクトの最大数が2100へと増やされました (以前は1800でした)<br /> <br /> InSim :<br /> <br /> Reduced the frequency of IS_OBH packets due to Blackwood kerbs<br /> IS_OBH is always reported, as before, for movable objects<br /> TYRE contacts no longer report IS_OBH for unmovable objects<br /> BODY contacts also report unmovable objects played in a layout<br /> <br /> インターフェイス :<br /> <br /> オープンコース設定 / 駐車場 / オートクロスエリア の新しいスモールマップ<br /> Small map opacity can now be set for light and dark map colours<br /> Improvements on track selection screen using the area maps<br /> <br /> グラフィック :<br /> <br /> Shadows are no longer cast updwards or towards the light<br /> Ambient (non-direct) shadow darkness now depends on distance<br /> Skid marks now remain when race restarts (excluding replays)<br /> Increased LOD distances of humans / drivers / marshalls<br /> Skid marks are now visible on unmovable layout objects<br /> <br /> その他 :<br /> <br /> グラフィックの穴が発生してしまうのを避けるため、Westhillのパスが調整、再生成されました<br /> Autocrossのパスが再生成され、スキッドパッドにあった物理的な穴が修正されました<br /> 言語ファイルを読み込むための新しいテキストコマンド /lang X (data\language\X.txt) が追加されました<br /> <br /> 修正 :<br /> <br /> FIX : 長いレイアウト名を指定し、/axloadコマンドを使用した際にLFSがクラッシュする問題<br /> FIX : テクスチャ解像度を変更した後に信号機が動作しなくなる問題<br /> FIX : エスケープメニューからフリーカメラモードに入った際に、メッセージがフェードオンする問題<br /> FIX : "Side mirror - point too central"というメッセージが削除されました<br /> == 0.6Q == ''- Sep 3, 2016''<br /> <br /> Mirrors :<br /> <br /> Mirrors are now realistic and your own car is visible<br /> A separate viewpoint is used to draw each mirror's view<br /> Minor updates to some car models to improve visibility<br /> Mirrors now use the same LOD setting as the main view<br /> Mirror angle adjustment is now possible (in View Options)<br /> Increased vertical adjustment range for central mirror position<br /> Mirror offset sliders only shown if a car has a central mirror<br /> Added a "Default position" button to restore moved mirrors<br /> Increased virtual mirror width from 0.3 to 0.333<br /> Virtual mirror is now available in follow view<br /> <br /> Graphics :<br /> <br /> Improved detection of nearby objects that should be shadowed<br /> Your car's shadow is now drawn when you are in an internal view<br /> Improved lighting on tyres and drivers (noticeable in dark places)<br /> Corrected downward ambient lighting colour (was too bright)<br /> Slight reduction in near clipping plane distance<br /> <br /> Free view (SHIFT+U mode) :<br /> <br /> Free view is now shown as an option in the Escape Menu<br /> New walk mode which is good for wandering around in VR<br /> <br /> VR :<br /> <br /> Mirrors now use a full stereoscopic image in VR and other 3D modes<br /> Mouse look in free view mode in VR avoids pitch (stays horizontal)<br /> Rift errors "display lost" and "HMD not present" shown as message<br /> <br /> Controllers :<br /> <br /> Exit controller screen warning is not shown for real ESC key press<br /> FF device is automatically assigned (if two or more are connected)<br /> A single controller can now be selected (if two or more connected)<br /> LFS tries to move force feedback wheel to centre when car is reset<br /> Button and axis numbers now start at 1 (affects /button and /axis)<br /> Assigned arrow keys work better (e.g. movement in free view mode)<br /> <br /> Force feedback steering wheel turn limitation :<br /> <br /> In your wheel settings use a large turn amount e.g. 900 degrees<br /> In LFS Options - Controls set "Wheel turn" slider to match that<br /> In LFS Options - Controls set "Wheel turn compensation" to 1.00<br /> You should now find your wheel is correctly limited in all cars<br /> <br /> Misc :<br /> <br /> Increased UDP send buffer size from 12KB to 32KB<br /> You can now select a specific audio device in Audio Options screen<br /> D3DCompiler_43.dll and D3DX9_43.dll are now supplied in dll folder<br /> The card_cfg.txt file is no longer used - options moved to cfg.txt<br /> Mirror adjustment and other view settings change with driver side<br /> New text command /horn X to set horn type (X = 1 to 5)<br /> <br /> Translations :<br /> <br /> Most translations updated. Thank you translators!<br /> <br /> Fixes :<br /> <br /> Unassigned controls regained default key or button on restart<br /> Added checks to avoid a crash in LFS after a graphics driver error<br /> == 0.6P == ''- Apr 16, 2016''<br /> <br /> Translations :<br /> <br /> Many translations updated. Thank you translators!<br /> <br /> VR :<br /> <br /> Support for Oculus Rift CV1 and DK2 using the new 1.3 software<br /> Default HUD field of view is now 70 degrees / HUD distance 0.5m<br /> Improved appearance of top row (ESC / F keys) of virtual keyboard<br /> Rift remote can be used for click / escape / virtual keyboard<br /> IPD slider movement is now detected and a message displayed<br /> Auto-updater is avoided in VR mode (shows helpful options)<br /> Intro replay is avoided if LFS is started in VR mode<br /> OpenVR support updated to 0.9.19<br /> <br /> Controllers :<br /> <br /> Controllers may be plugged in and detected after LFS is started<br /> Refresh button to detect controllers in Options - Controls screen<br /> Controllers are now sorted (not dependent on order of connection)<br /> Separate controller type settings for with or without controllers<br /> Automatic axis and button assignment for various game controllers<br /> Automatically set Clutch setting to axis if wheel has clutch pedal<br /> Automatic preset is now attempted on first of multiple controllers<br /> Controller screen in game now shows correct pedals and steer gauge<br /> New joystick look mode using two axes to control look direction<br /> Arrow keys can now be assigned to wheel buttons (default D-pad)<br /> Default 900 degrees turn for Logitech G25 / G27 / Driving Force<br /> Attempted reasonable presets for Thrustmaster and DFGT wheels<br /> A scroll bar appears if there are more than 16 available axes<br /> Warning when you press ESC to exit controller setup screen<br /> Removed axis calibration system that had various problems<br /> You can now type in the active range of an axis function<br /> Typed range can exceed input range to reduce axis effect<br /> Look Roll axis function now has a full 360 degree range<br /> Button functions are now easier to see when in car<br /> <br /> Fixes :<br /> <br /> Axis names were previously displayed wrongly in Options - Controls<br /> It was possible to enter a state where chat box could not be opened<br /> == 0.6N == ''- Mar 24, 2016''<br /> <br /> Translations :<br /> <br /> Most translations updated. Thank you translators!<br /> <br /> VR :<br /> <br /> Look and click (with space or button) can be used instead of mouse<br /> A virtual keyboard is displayed in VR mode above text entry dialog<br /> Toggle virtual keyboard with a controller button or backspace key<br /> Talk function (T) and ESC can now be assigned to wheel buttons<br /> OpenVR SDK now 0.9.17 and supports live IPD adjustment (Vive)<br /> Removed interface aspect ratio 1:1 and added 14:9 (default)<br /> New click and type buttons in place of some slider bars<br /> <br /> Multiplayer :<br /> <br /> New Demo filter at bottom of List of Hosts screen<br /> Reduced remote car steering wobble each time a packet is received<br /> Smoothed steering / brake / throttle inputs in multiplayer replays<br /> MPR smoothing is disabled by switching on network debug (SHIFT+F8)<br /> Passwords hidden on Start New Host and Join Specific Host screens<br /> <br /> Raceabout in front of Westhill pits Siren sound :<br /> <br /> Start local car siren with command /siren=off/fast/slow<br /> Allowed (on cars with a horn) only if user is allowed by host<br /> Allow a multiplayer guest to use siren : /cansiren username 1<br /> <br /> Audio :<br /> <br /> More accurate horn (and flash) with shorter transmission delay<br /> Reduced the minimum volume to play a sound (can hear further away)<br /> Added doppler effect to all car sounds that didn't have it already<br /> Removed doppler effect resulting from SHIFT+U mode camera velocity<br /> Updated commands.txt with commands /cansiren /siren /ujoin /uai<br /> <br /> Training lessons :<br /> <br /> Previous and best times are shown during the lesson replay<br /> SHIFT+R now restarts the lesson without returning to instructions<br /> SHIFT+X exits from replay or lesson back to the instructions screen<br /> Press 1 to watch or restart replay without finishing the lesson<br /> ESC once starts the replay / another time to exit lesson<br /> <br /> Formula XR racing at Rockingham Lesson editor :<br /> <br /> Reverse and open configurations may now be selected<br /> Lesson image filename no longer needs to start with zzz_<br /> Image does not need to be square (but is still shown in a square)<br /> On entry to lesson editor the current track and config are selected<br /> You can now select the lighting (weather) for a lesson<br /> <br /> InSim :<br /> <br /> New ISS state flags to notify if local PC is in dialog / text entry<br /> New packet SMALL_LCS - set local car switches (lights, horn, siren)<br /> <br /> Misc :<br /> <br /> Input and sound are now enabled by default when LFS is not focussed<br /> Mouse click on demo exit screen now exits LFS or opens www.lfs.net<br /> Layout editor now allows unmovable objects to intersect<br /> <br /> Fixes :<br /> <br /> Out-of-path start warning incorrectly showed local player name<br /> Dedicated server did not search for path after out-of-path start<br /> Non-dedicated server could crash if guest driver drove off track<br /> Possible crash if a shadowed object near a paused car was deleted<br /> Possible crash if texture resolution changed while generating<br /> Alt Gr key + number could cause text colour to change<br /> == 0.6M == ''- Feb 13, 2016''<br /> <br /> Rockingham :<br /> <br /> The Rockingham track is updated with fixes and improvements<br /> <br /> Interface :<br /> <br /> Translations updated - thank you translators!<br /> LFS can now restart in a window on a side monitor as expected<br /> Option "Input when window is inactive" keeps controllers working<br /> New button on game setup screen to clear start grid with one click<br /> New arrows to move grid positions - removed "swap position" button<br /> Hold CTRL+SHIFT to show viewed car's player name beside time / fps<br /> User interface elements should now be perfectly aligned with screen<br /> Moved ABS option in car setup above the Traction Control option<br /> Lap number is no longer shown if lap timing is not available<br /> Text command /setlap now works in practice and qualifying<br /> New admin commands /ujoin username and /uai username<br /> <br /> Track day at Rockingham<br /> Borderless window system :<br /> <br /> New SHIFT+key functions are displayed on right of Screen Options<br /> Borderless modes allow ALT+TAB to other programs without minimising<br /> Multiple monitor support is greatly improved by a borderless window<br /> New command /window min/max/monitor/virtual (no parameter=restore)<br /> Full screen vertical sync option affects borderless window modes<br /> F9 to F12 keys now toggle between their mode and a window<br /> <br /> Multiplayer :<br /> <br /> Add to grid buttons for admins beside names in list of connections<br /> Rare MP bug could cause LFS to enter world before track was loaded<br /> TCP position packets option now also sends TCP packets to host<br /> <br /> Layout editor :<br /> <br /> You can now set an identifier for a start lights object<br /> Temporary start lights (in layout editor) middle light is now amber<br /> InSim checkpoints and circles can be placed in the autocross editor<br /> New button "place on ground" to restore ground check to objects<br /> Maximum number of autocross circles increased from 150 to 180<br /> Multiple object selection is now available in marshall mode<br /> <br /> Simultaneous races on one host - an InSim application developed by the community<br /> InSim :<br /> <br /> INSIM_VERSION increased to 7 to support new incompatible packets<br /> Backward compatibility system - send INSIM_VERSION in the IS_ISI<br /> New join request system if ISF_REQ_JOIN is set - see InSim.txt<br /> New system to reset a car at a location with or without repair<br /> Packet IS_CSC to report changes in car state (start or stop)<br /> Zbyte added to CarContObject structure to report car's altitude<br /> Zbyte added to IS_OBH so the layout object can be identified<br /> IS_MSO / IS_III / IS_ACR message out packets now have variable size<br /> IS_BFN can now be used to delete a range of buttons with one packet<br /> New packet IS_OCO can be used to override some or all start lights<br /> New IS_AXM option PMO_SELECTION to set the layout editor selection<br /> Added TTC_SEL to request an IS_AXM with layout editor selection<br /> Added TINY_AXM to request IS_AXM packets for the entire layout<br /> IS_SSH documentation updated as it is no longer only for bmp files<br /> New packet IS_UCO sends info about InSim checkpoints and circles<br /> New packet IS_SLC reports a connection's currently selected car<br /> Packet TINY_SLC to request an IS_SLC for all connections<br /> Added TINY_ALC and SMALL_ALC to get and set allowed cars<br /> <br /> VR :<br /> <br /> LFSRiftVR.dll updated to use Oculus SDK 0.8<br /> LFSOpenVR.dll updated to use OpenVR SDK 0.9.15<br /> Warning if Rift headset is opened using the OpenVR system<br /> Text command /rift changed to /vr (but /rift still works)<br /> New parameters for the /vr command : /vr=rift and /vr=openvr <br /> <br /> Hotlapping :<br /> <br /> Traction control can no longer be switched on if disabled in setup<br /> Handbrake can no longer be used in single seater cars while moving<br /> In hotlapping mode there is a new HLVC check for cutting cornerS<br /> Corner cutting HLVC check is also reported in InSim IS_HLV<br /> <br /> Misc :<br /> <br /> AI drivers can now drive in low wind (but not high)<br /> View shift maximum settings increased to 0.1 m per g<br /> A warning is now shown if a car starts outside the path<br /> If car starts outside path it will keep searching to find the path<br /> Hidden object removal is disabled when car is high above the track<br /> No longer stored in message history : /press /ctrl /shift /alt<br /> <br /> Fixes :<br /> <br /> AI path drive limits were wrong at one corner of Kyoto National<br /> Controls Options - buttons were not displayed under Shifter tab<br /> Colour adjusters looked wrong in Interface and Display options<br /> The text "S3" is now correctly sent in the InSim IS_VER packet<br /> InSim IS_HLV packet no longer reports car contacts as wall hits<br /> Floating text above a lagging car was drawn without transparency<br /> One button look amount was doubled in axis, mouse and TrackIR look<br /> The /track and /ws commands now accept double digit config numbers<br /> Tracks file for /tracks command now works with double digit configs<br /> Blank number plate on joining race after watching an instant replay<br /> == 0.6K == ''- Dec 19, 2015''<br /> <br /> New Track :<br /> <br /> Rockingham race track is now included - S3 license required<br /> <br /> AI :<br /> <br /> Now avoid ramming other cars when in the pit lane or lap of honour<br /> Max drivers in single player increased to 24 (online max still 40)<br /> <br /> Graphics :<br /> <br /> New reflections system and shaders for cars and buildings<br /> Nearby objects are visible in new dynamic reflections on cars<br /> Option to set number of dynamic reflections in main view and mirror<br /> Misc option to enable a programmable post-processing shader<br /> <br /> Misc :<br /> <br /> New command /rsh to reload shaders (e.g. after editing externally)<br /> Maximum number of controllers increased to 10 (was previously 8)<br /> <br /> VR :<br /> <br /> HTC Vive headset is now supported through OpenVR<br /> Oculus Rift support now requires runtime 0.7 or later<br /> Improved dialog sequence after any error entering VR mode<br /> <br /> Training lesson editor :<br /> <br /> SHIFT+T on main entry screen to access lesson editor or list editor<br /> Layouts for lessons must be copied from layout to training folder<br /> SHIFT+T on training screen to view and test newly added lessons<br /> <br /> Fixes :<br /> <br /> Improved validity check when loading car colour settings<br /> Alpha sorting issue on bricks at base of a South City building<br /> AI could go wrong when entering BL pit lane for a pit stop<br /> AI driver names can no longer be blank<br /> == 0.6J == ''- Aug 15, 2015''<br /> <br /> Optimisations :<br/> <br/> Static vertex buffers reorganised to reduce DirectX instructions<br/> Frames buffered (default 1) to allow next frame to start rendering<br/> More efficient car distance sorting system for sound and graphics<br/> Dynamic vertex buffers now set to use hardware vertex processing<br/> Better frame rate in places where many objects may be visible<br/> <br/> Graphics :<br/> <br/> Sky texture is now drawn in mirrors<br/> Layout editor object selection buttons are sorted by distance<br/> Z-buffer depth setting can now be changed without restarting LFS<br/> Mirror now uses 24 bit Z buffer if Z buffer setting is more than 16<br/> <br/> Frame rate limitation system :<br/> <br/> Frame rate limitation system is now accurate and has better values<br/> New frame info display shows sleep / physics updates / gpu waiting<br/> Now using an event query instead of a lock for input lag prevention<br/> Minimum sleep setting changed to "Sleep every frame" (yes / no)<br/> <br/> Misc :<br/> <br/> Now using Direct3D 9Ex if available (Windows Vista and later)<br/> Reduced glitch when autocross objects are optimised (e.g. on load)<br/> Reduced min / max values for "Sound lag" setting - default now 0.08<br/> New Audio Option "Sound when window is inactive" (off / on)<br/> <br/> 3D view modes :<br/> <br/> Added a 3D level slider option to adjust monitor-based 3D views<br/> Reduced CPU / GPU usage by sharing scene preparation for both eyes<br/> <br/> Oculus Rift :<br/> <br/> Now using Oculus SDK version 0.6.0.1 which includes timewarp<br/> You can now enter and leave Rift mode without restarting LFS<br/> Smooth display (if you do not use SLI or force vertical sync)<br/> Monitor window view options : blank / one eye / two eyes<br/> <br/> Oculus Rift compatibility mode :<br/> <br/> For users who cannot use the Oculus 0.6 runtime, you can still use<br/> the 0.5 runtime. Simply rename the ORDIRECT.dll to some other name<br/> and LFS will then use LFSORDLL.dll instead (extended mode only).<br/> <br/> Fixes :<br/> <br/> Some buildings at Westhill track were drawn using a slow method<br/> Mouse clipped to window (CTRL+C) now works properly with ALT+TAB<br/> Using mouse wheel to change gear did not work properly at high fps<br/> Layout editor object selection buttons used interface button slots<br/> Crash changing texture resolution with two or more objects selected<br/> Anisotropic filtering did not work on car textures (including skin)<br/> == 0.6H == ''- Apr 2, 2015''<br /> <br /> Westhill :<br /> <br /> New version of Westhill with additional configurations<br /> Full support for open configurations including access roads<br /> <br /> Autocross Editor :<br /> <br /> New adjustable concrete objects<br /> Custom start positions and pit start points<br /> Maximum autocross objects increased to 1800<br /> Movable start lights included as an autocross object<br /> Custom pit stop box disables pit lane and default pit stops<br /> Custom pit stop box can now be used to repair car and refuel<br /> Interface buttons now drawn in front of the object buttons<br /> Pressing S/F/1/2/3 when object is selected now moves it<br /> Pressing S/F/1/2/3 when object exists is now more helpful<br /> Clicking colour instantly changes selected tyres or chalk<br /> Clicking marshall position instantly changes selected marshall<br /> Improved the appearance of marshall circles in the editor<br /> Route checker index numbers now start at 1 instead of 0<br /> The W/E keys instantly adjust width, no need to press M<br /> Floating object buttons shown with different colour<br /> X/Y/Z positions are now shown and can be typed in<br /> Right click on X/Y/Z to move in steps of 1 metre<br /> SHIFT+click to snap to 1 metre grid<br /> <br /> Oculus Rift DK2 Rendering Misc :<br /> <br /> Increased max cars in race from 32 to 40<br /> Increased AU Autocross grid from 16 to 20<br /> Increased BL Rallycross grids from 24 to 30<br /> Maximum multiplayer car draw distance up from 300 to 500<br /> Regenerated lightmaps and visible object lists on most tracks<br /> Added paths at Fern Bay to cover road near Club and mini oval<br /> InSim ISP_NCI packet added to give host more info about new guest<br /> AI drivers hit wall entering pit lane at SO Classic / Town<br /> Removed a corner marker from some configurations at Aston<br /> Some tyres at Kyoto National disabled in other configs<br /> Updated translations - thank you translators<br /> <br /> New commands :<br /> <br /> /zero_all<br /> - Reset all lap counters and checkpoints passed as if the race had<br /> just been started. This removes checkpoints passed.<br /> So using this command on the first lap, before the first<br /> checkpoint is passed, has no effect. After the first<br /> checkpoint there is an effect. The first lap will not be<br /> counted. This is intended to help with a rolling start after<br /> a parade lap.<br /> <br /> /setlap username X<br /> - X is positive : Set the lap that the user is currently on (as<br /> seen at the top right, not the number of laps completed). This<br /> does not affect checkpoints passed. This may help with a driver<br /> who reconnects after an unintended disconnection.<br /> - X is zero : Same as the /zero_all command but for one driver.<br /> - X is negative : subtract from the number of laps, without<br /> affecting checkpoints passed. This may be useful as a penalty. == 0.6G == ''- Sep 27, 2014''<br /> <br /> Oculus Rift DK2 Support :<br /> <br /> The Oculus Rift DK2 must be set to Extended Desktop mode<br /> Start LFS, go into Options - View and click 3D at the top<br /> For Display Type, select Oculus Rift then click OK<br /> If all is well, LFS offers "Exit LFS to restart using the Rift"<br /> Click OK to exit then when you restart LFS it should be in the Rift<br /> <br /> Optional new command line options /rift=on and /rift=off<br /> Use e.g. in a shortcut to make sure Rift mode is entered or not<br /> <br /> LFS.exe /rift=on - try to go straight into Rift mode<br /> LFS.exe /rift=off - do not go into Rift (ignores previous mode)<br /> <br /> Oculus Runtime 0.4.2 (or later) is required<br /> <br /> Graphics (visual improvement of transparent objects) :<br /> <br /> Improved edges of transparent objects like trees and railings<br /> Re-exported all transparent textures to improve image quality<br /> Texture names ending ATEST / ALPHA / ALP24 all now end _ALP<br /> If you do not install new textures, old ones will be converted<br /> <br /> Graphics (other) :<br /> <br /> Anisotropic filtering (AF) now default 4x<br /> Mip bias sliders saved differently in cfg.txt<br /> - You must set your mip bias and AF values again<br /> Increased maximum value of multiplayer draw distance<br /> Two new 3D formats : red-cyan anaglyph and cross-eyed view<br /> Textures are automatically resaved (if needed) for faster load<br /> Low res textures now load just as quickly as high res textures<br /> New car shaders give higher frame rate when many cars on screen<br /> FIX : Car lighting momentarily vertical as car entered a shadow<br /> FIX : Graphics options sometimes showed too many FSAA options<br /> <br /> Skin downloading when watching a replay :<br /> <br /> If a car or helmet skin in a replay is not available at LFS World<br /> when you start the replay (with low or high res skins selected)<br /> but you already have the skin in the other resolution then that<br /> skin in the other resolution will be used instead of a plain car<br /> <br /> InSim :<br /> <br /> New packet IS_HCP for host to add extra mass or intake restriction<br /> to particular cars (affects all drivers using those cars)<br /> <br /> Misc :<br /> <br /> Driver's body is now enabled by default<br /> Reduced input lag when vertical sync is enabled<br /> Frame rate limit now disabled if vertical sync is active<br /> Cars now drawn in nearest to furthest order for optimisation<br /> CTRL+S screenshot message now stays for two seconds instead of one<br /> Updated translations - thank you translators == 0.6F == ''- Jun 21, 2014''<br /> <br /> 3D device support :<br /> <br /> Select 3D near the top of View Options to select device<br /> Supports Oculus Rift, 3D monitors, projectors, TVs, headsets<br /> <br /> Graphics :<br /> <br /> LFS now uses DirectX 9 (previously used DirectX 8.1)<br /> Random weather selected by default when loading a track<br /> Mirror antialiasing is now available (in Graphics Options)<br /> Improved transitions when switching between interface screens<br /> Misc option to select CTRL+S screenshot format (bmp / jpg / png)<br /> <br /> Various :<br /> <br /> Updated translations - thank you translators<br /> Message "Track loaded" now shows which track was loaded<br /> Lateral and longitudinal accelerometer now works realistically<br /> CTRL+ and ALT+ (assign text to F keys) visible in mouse / kb mode<br /> <br /> Commands :<br /> <br /> /refresh refreshes list of setups / hosts / replays<br /> /setup now works correctly (loads setup) in garage screen<br /> /colour and /setup without a parameter now select default<br /> /join hostname from entry screen now tries to join named host<br /> /exec and /wait can now take filenames with spaces in quotes<br /> /track command (change track) accepts a weather parameter<br /> e.g. /track BL2R 3 selects BL2R with 3rd weather<br /> <br /> Fixes :<br /> <br /> OOS error after an idle car was hit by objects<br /> OOS error when an car was pushed out of bounds<br /> Some glitches in the movement of vertical sliders<br /> Helmet stayed the same after changing driver in MP replays<br /> Some controllers could make mouse axes unavailable for use<br /> MAX ALPHA (unsorted) message after adding 900 chalk objects<br /> Joining host OOS if host started with invalid /weather value<br /> High frequency changes in acceleration were filtered in OutSim<br /> LFS would crash if more than 8 game controllers were connected<br /> Text entry was not always cleared when entering the meeting room<br /> F key text was delayed if pressed in warning or selection dialog<br /> Stuck in game after Alt+F4 / X button after edit in SHIFT+U mode<br /> Setup could sometimes be corrupted when joining - now spectated<br /> NumConns was set to zero after disconnecting from an online host<br /> Arrow keys in input dialog were re-enabled by code page selector<br /> Joining car could not enter physics when many objects were moving == 0.6E == ''- Nov 30, 2012''<br /> <br /> Improved multiplayer system :<br /> <br /> Guest only needs host packets to continue processing<br /> No waiting for packets from players with slow connections<br /> Leaving a host is instantaneous even if a guest is connecting<br /> Longer timeouts avoid disconnection due to short interruptions<br /> <br /> New TCP packet buffering and storage system :<br /> <br /> Reduces the number of physical packets sent<br /> Major improvement when many InSim buttons are sent<br /> Fixes some ways to lose connection on a busy server<br /> <br /> New "instant" join system using cached packets :<br /> <br /> Much faster connection to multiplayer hosts<br /> Connection appears instant to the other guests<br /> You can pit / spectate / etc. while a player is connecting<br /> No OOS caused by joining while objects are added or removed<br /> <br /> Other multiplayer updates :<br /> <br /> New hacking protection and cheat detection systems<br /> Improved user name checks during and after connection<br /> Lag bars at bottom left show ping or delay of all guests<br /> Ping time (or delay) shown as number in list of connections<br /> OOS / CPW messages now show user name instead of player name<br /> Instead of "LAG (seconds)" now "name (seconds)" is displayed<br /> No buffer overflows from hangs or operating system time changes<br /> Auto rename when you join a host with someone else's player name<br /> User name in brackets now shown at end of disconnection messages<br /> Left / right click on player name in replay now works as online<br /> Race setup screen /clear command can now only be used by admins<br /> Use of UDP or TCP is shown beside host name in connections list<br /> Removed notification sound when a car is spectated by an admin<br /> Added /player command to dedicated host setup.cfg file<br /> <br /> LFS World statistics fixes :<br /> <br /> Wrong PB recorded if custom checkpoints added without restart<br /> Live host progress did not show changes to laps or qualifying<br /> After forced to spectate by admin - status remained "in race"<br /> Adding an AI driver changed real player's status to "in race"<br /> Spectating from garage screen left player's status "in pits"<br /> <br /> Other changes :<br /> <br /> Latvian training lessons now included<br /> Two new translations : Indonesian and Romanian<br /> Maximum marshall circles increased from 96 to 120<br /> Maximum autocross objects increased from 800 to 900<br /> Pit exit direction arrow now works in open configurations<br /> SHIFT + N : sound on / off now works in multiplayer screens<br /> <br /> InSim :<br /> <br /> Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL<br /> Change to in-game usage of IS_REO - only valid after SMALL_VTA<br /> <br /> Fixes :<br /> <br /> Custom view was not set to new car type on replay restart<br /> Duplicate lines in scripts could cause unexpected results<br /> Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)<br /> Leaving garage screen could cause problems with a car script<br /> User's controller type was not shown after taking over a car<br /> SHIFT+R near end of SPR could make cars swap between players<br /> Circuit length is no longer displayed for open configurations<br /> Remote car with brakes on started to roll if reset on a slope<br /> LFS could crash when displaying laps for fuel after short laps<br /> Ready status in lobby is now checked when a player disconnects<br /> Load WE1R on dedicated host - Checkpoint 1 path node not found<br /> Short MP Replays were sometimes extended to a time of 10:55.36<br /> It was possible to make an AI driver join with a disallowed car<br /> Message typed while watching replay appeared as written by host<br /> Message "Max guest cars : X" now shown in the selected language<br /> Cars intersected if players joined autocross at the same time<br /> An unusual state in which LFS displayed only a blank screen<br /> Two instances of LFS no longer write to the same MPR / SPR<br /> == 0.6B == ''- Jun 17, 2011''<br /> <br /> Contact detection and collisions :<br /> <br /> Improved contact detection with road / walls / pit garage exit<br /> Improved collisions with unmovable objects (e.g. red barriers)<br /> Unmovable objects (e.g. ramps) now have concrete friction level<br /> Improved wheel contact detection to reduce bad car collisions<br /> <br /> SHIFT+U mode :<br /> <br /> New free view mode replaces the old "low" and "high" path modes<br /> Object or ground targeted by the mouse pointer is now detected<br /> Left mouse button moves view point by "dragging" target point<br /> Double click to move view point directly towards target point<br /> Mouse wheel moves view point towards or away from target point<br /> Left + Right mouse buttons rotate view point around the target<br /> Arrow key movement follows ground below view point when possible<br /> Store up to 10 views per track configuration with SHIFT+NUMBER<br /> Recall a stored view with CTRL+NUMBER (or click the button)<br /> Click on a car to follow it / look away to stop following<br /> List of connections is now displayed in SHIFT+U mode<br /> FIX : N key with options on caused overlapping text<br /> <br /> Autocross editor :<br /> <br /> New objects added and all objects are available at all tracks<br /> Maximum number of autocross objects increased to 800 (was 512)<br /> Multiple object selection - press CTRL and click object button<br /> Selection can be deleted, copied (O), moved (M), rotated (,/.)<br /> Object positioning is now accurate (uses mouse target detection)<br /> Less CPU / better checks when adding / moving / deleting objects<br /> Adding / removing autocross objects no longer resets all objects<br /> Prevented mouse camera movement between button click and release<br /> Reduced Z-buffer flickering of chalk objects and pit stop markers<br /> Speed limit no longer enforced if autocross start position exists<br /> Save layout button is now displayed in an SPR (same as in an MPR)<br /> W/E/,/. keys now move values in minimum steps and use auto repeat<br /> FIX : Name of loaded layout now remains or is cleared as expected<br /> FIX : Could click on invisible replay slider when buttons visible<br /> FIX : Could add marshall circles out of bounds (then undeletable)<br /> FIX : High altitude layout objects appeared under ground on load<br /> FIX : Start position sometimes remained active after deleting it<br /> <br /> Open configurations :<br /> <br /> New "drive anywhere" open configs (CTRL in track select screen)<br /> Add checkpoints / barriers to use open configs as race circuits<br /> Checkpoints can now be up to 62 metres wide to include pit lane<br /> Open configs can be selected with text command like /track=SO1X<br /> Custom layouts race progress / history now stored at LFS World<br /> Qualifying / race positions list / blue flags are supported<br /> <br /> Optimisations :<br /> <br /> Frame rate increased - drawing most world objects is much faster<br /> Optimised transparent objects (e.g. fences) to help open configs<br /> Much better frame rate with many autocross objects (faster draw)<br /> Removed continual small memory leaks (materials list corruption)<br /> Number plate generation is much faster, reducing pit-out glitch<br /> <br /> Hotlapping support :<br /> <br /> Tyres section in garage - settings for tyre warmer temperatures<br /> You can load a layout in hotlap mode (may include start position)<br /> NOTE : LFS World hotlaps may include start position - not objects<br /> Hotlapping is possible on open configurations (not for LFS World)<br /> Exit from pits now results in a clean restart to hotlap position<br /> Reliable detection of wall side impacts (e.g. at South City)<br /> Pit stops are no longer available in Hotlapping mode<br /> <br /> Interface :<br /> <br /> Unlock screen now renames unnamed player to user name on exit<br /> Clicking selected track loads that track (like pressing ENTER)<br /> Windows messages processed in a cleaner way (affects key presses)<br /> Mouse movements are processed more efficiently (drag / slide)<br /> FIX : Mouse look info could go off screen in some languages<br /> FIX : An invalid view could be selected when no cars in race<br /> FIX : Meeting room scroll bar was invisible in recent versions<br /> FIX : Occasionally refuelling did not match set amount<br /> <br /> Graphics / Audio :<br /> <br /> Improved display of help text / lesson text / welcome messages<br /> F9 tyre diagram and SHIFT+L suspension diagrams now antialiased<br /> Improved tyre optimisation - no missing parts of deflected tyres<br /> Entry screen logo and frame are now drawn if a dialog box is open<br /> FIX : In Driver Options the driver intersected with world objects<br /> FIX : Reset from behind a barrier at South City could stop sound<br /> FIX : Missing shadow on ground near fences at Autocross track<br /> <br /> Multiplayer :<br /> <br /> Wear limit for changing tyres can be set to 100% (never)<br /> List of hosts can now show hosts you are not licensed to join<br /> Host name is displayed in task bar and window title (if Latin)<br /> Dedicated host window now adds new messages without flickering<br /> Implemented VOB mod protection (physical changes will cause OOS)<br /> Maximum qualifying time increased from 60 minutes to 240 minutes<br /> Host options are now readable when opened from game setup screen<br /> Default host IP address is now 127.0.0.1 (address of local host)<br /> CTRL+SHIFT now displays time and date in all multiplayer replays<br /> Driver sent his / her setup - message is now displayed only once<br /> Removed TCP filter that allowed old versions in the list of hosts<br /> FIX : On joining host, cars not past finish line showed wrong lap<br /> FIX : Some problems resulting from multiple requests to join race<br /> FIX : Pit stop did not end if car was knocked out of the pit lane<br /> FIX : Some crashes that could result from an invalid unlock state<br /> FIX : Some missing images (e.g. track select) caused LFS to crash<br /> FIX : Suspension could incorrectly stay broken on remote computer<br /> FIX : It was possible to get stuck on the track selection screen<br /> FIX : Host restart exploit caused by multiple join packets<br /> FIX : Avoided some possible unauthorised connections<br /> <br /> Text commands :<br /> <br /> New command /ck cancels any kick or ban votes in progress<br /> New command /cv cancels game votes (restart / end / qualify)<br /> Command /modified=yes allows a private host to avoid CP checks<br /> <br /> InSim :<br /> <br /> NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)<br /> New IS_RIP option FULL_PHYS to use full physics when searching<br /> Longer IS_MST now up to 128 chars / specify sound / send to all<br /> Lap timing info added to IS_RST (standard / custom / checkpoints)<br /> New packet IS_CON reports details of contact between two cars<br /> New packet IS_OBH reports information about any object hit<br /> New packet IS_HLV reports incidents that would violate HLVC<br /> New packet IS_PLC sets allowed cars for individual players<br /> New packet IS_AXM to add / remove / clear autocross objects<br /> New packet IS_ACR reports successful or attempted admin commands<br /> OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack<br /> Security : InSim can no longer be initialised from a URL command<br /> FIX : TTime in IS_RIP was wrong in mid-join Multiplayer Replays<br /> FIX : Clutch axis / button was not reported from Controls screen<br /> FIX : IS_BTN did not allow the documented limit of 240 characters<br /> FIX : InSim camera with vertical pitch would cause LFS to crash<br /> FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt<br /> <br /> Track fixes :<br /> <br /> BL : Repaired floating laptop on tool box in first pit garage<br /> SO : Removed a ghostly collision object in South City pit lane<br /> SO : Removed two barriers embedded in tyre wall (Sprint Tracks)<br /> SO : Repaired a sunken barrier closing pit lane (Sprint Track 1)<br /> WE : Fixed the position of the reversed configuration finish line<br /> KY : Removed some barrier end segment errors from Oval / National<br /> <br /> Misc :<br /> <br /> New Ukrainian translation included<br /> Hungarian translations of training lessons updated<br /> CTRL+C now clips the mouse so window size cannot be adjusted<br /> Admin commands from all connections are now logged (if enabled)<br /> If logging is enabled a message is logged when an admin connects<br /> TC Allowed Slip slider now goes up to 20% (previous maximum 10%)<br /> The digit "1" now occupies the same screen space as other digits<br /> On changing allowed cars, disallowed cars now join the spectators<br /> Improved detection of invalid window positions when starting LFS<br /> URL command is now case insensitive - LFS:// or lfs:// both work<br /> Misc options : F9 / F10 accelerometer can be shown as one value<br /> Cruise : current lap is not displayed if lap timing is disabled<br /> Cruise : no need to drive a lap before serving DT / SG penalty<br /> FIX : Racing line did not work again after viewing invalid car<br /> FIX : It was possible to set qualifying on an autocross layout<br /> == 0.5Z28 == ''- Nov 25, 2009''<br /> <br /> Reduced minimum view height in SHIFT+U mode<br /> Reduced minimum speed in SHIFT+U mode to 0.1 m/s<br /> Multiple host passwords are now stored (Join Specific Host screen)<br /> Added support for lfs:// (start LFS with command line from web page)<br /> FIX : Could not join S1 or S2 host after unlocking in Multiplayer screen<br /> FIX : Clicking SPR / MPR did not work with "Load track when starting"<br /> FIX : Two or more dedicated hosts could be started with same port<br /> FIX : It was possible to reset the car while a vote was in progress<br /> FIX : Help buttons sometimes translated after returning to English<br /> == 0.5Z25 == ''- Oct 28, 2009''<br /> <br /> Improved multiple monitor and curved screen support :<br /> <br /> The number of left and right screens can be manually entered in the View Options screen and you can set the angle between monitors.<br /> <br /> If you specify more than one screen, multiple views are rendered in different directions. This allows much wider fields of view.<br /> <br /> 2 screens - maximum FOV 180 degrees<br /> 3 screens - maximum FOV 270 degrees<br /> 4 or more screens - maximum FOV 360 degrees<br /> <br /> The FOV slider does not set the total field of view. Instead, you set the FOV of the main screen. LFS then calculates each screen's field of view and offset according to your settings.<br /> <br /> Use "Screen angle" setting to specify the angle between monitors.<br /> <br /> Use "View offset" to move the steering wheel off centre.<br /> <br /> There are three separate sets of settings that are used depending on the screen size :<br /> <br /> Screen width 3.75 times the height -> wide mode (default 3 screen)<br /> Screen width 2.5 times the height -> medium mode (default 2 screen)<br /> Otherwise normal (single screen) mode is active (default 1 screen)<br /> <br /> These three sets all have the same available settings but different default values. This is so that if you have a wide screen setup then LFS will still look good when you reduce it to a normal window, because at that point it will automatically use "normal" mode.<br /> <br /> To reproduce the old single projection 3 three screen mode, either - set the number of left and right screens to zero, or - set left and right screens to 1 and set "Screen angle" to zero.<br /> <br /> A curved screen can be supported by setting the number of left and right screens to the maximum of 5 each. This 11 screen setup is an approximate cylindrical projection, ideal for curved screens.<br /> <br /> Various other setups can now be properly supported, for example :<br /> <br /> - A 2 screen setup with side screen at 30 degrees and offset wheel<br /> - A 5 screen setup with each screen at 45 degrees - total FOV 225<br /> - A 3 projector setup with each screen at 90 degrees - total FOV 270<br /> <br /> <br /> Note :<br /> <br /> External views (TV, helicopter and SHIFT+U mode) are always drawn as a single render and usually confined to the 2D interface area.<br /> <br /> Related settings :<br /> <br /> Option to force external views to use full width<br /> Bezel compensation - to allow for the gap between monitors<br /> Screen widths - for centre and side screens with a different width<br /> <br /> Other changes to view system :<br /> <br /> Two button look (left + right) is now double the one button look and this allows up to 180 degrees look (like old versions of LFS).<br /> <br /> Rear look (instant 180 degree view from centre of car) is now the same on all cars (no longer shows a virtual mirror) but is disallowed if the host activates forced cockpit view.<br /> <br /> Driving view Z-buffering improved so you should not usually see missing parts of your seat or the car body when looking around.<br /> <br /> Mouse steer/look/axes now relative to interface (not entire screen)<br /> New command : /view save - save any changes made to a custom view<br /> New command : /view reload - reload a custom view without saving<br /> <br /> Graphics :<br /> <br /> Road cars and virtual dashboard use dashboard light symbols<br /> Added option to set colour of new road car gear LED display<br /> Shift lights removed from all road cars other than RaceAbout<br /> Improved wheel drawing system including rotating brake discs<br /> FBM / XRG / XRT / XRR wheels updated using the new draw system<br /> Included updated liveforspeed.se skins and liveforspeed.ru skins<br /> Headlights and tail lights can now be switched on by pressing '3'<br /> Improved shadows - sharper and ambient shadow effect now included<br /> Slight increase in wheels LOD reduction distance (increases detail)<br /> Increased maximum value of Mirror LOD user setting (default now 0.3)<br /> FIX : Physics objects & smoke can now be seen through your windscreen<br /> FIX : Turn signals were switched off if car received any damage<br /> FIX : Lightmap (lighting on cars) was positioned inaccurately<br /> FIX : MRT5 gear indicator and fuel gauge are now visible<br /> <br /> List of Hosts :<br /> <br /> List is produced much faster (by using UDP instead of TCP)<br /> Host options are displayed after clicking on a host to join<br /> Improved order of "sort by version number" option (V column)<br /> Number of cars in race and maximum are displayed for each host<br /> Page up / page down / home / end keys now move through the list<br /> Improved layout, appearance and options filters (with descriptions)<br /> FIX : No response in List of Hosts after failing to join a host<br /> FIX : Closing X connects message when trying to return to menu<br /> <br /> Interface :<br /> <br /> Click car arrow on small map to view that car<br /> Blue and yellow flags removed from cruise mode<br /> Connections list is now shown in alphabetical order<br /> Click name in race position list to view that player's car<br /> New key : SHIFT+Z to show the mouse cursor when it would be hidden<br /> V / TAB / P / HOME / F1 / F2 / F3 / F / SHIFT+M / N work in options<br /> Window size and position now restored after full screen or exit LFS<br /> Direction to turn and speed limit is shown when leaving pit garage<br /> Unlock screen : new "clear" button to remove name and password<br /> New text command /showmouse [yes/no] does the same as SHIFT+Z<br /> FIX : It was possible to start a replay during an active vote<br /> FIX : F12 tyre display for remote car could go off screen<br /> FIX : Central message sub-text disappeared in escape menu<br /> FIX : Player name was wrong in entry screen after replay<br /> FIX : Skin names containing a '.' could not be loaded<br /> <br /> Autocross :<br /> <br /> New key : SHIFT+O to enter options from SHIFT+U mode<br /> Smoother view adjustment with left mouse button while following car<br /> FIX : Autocross editor buttons were wrongly scaled with the interface<br /> FIX : Selected object in editor vanished behind anything transparent<br /> FIX : Could cross finish line without passing all route checkers<br /> FIX : Autocross route checkers only worked for one lap<br /> <br /> Translations :<br /> <br /> Included new Latin American Spanish translation<br /> Korean, Spanish and Slovenian training lessons<br /> <br /> Multiplayer :<br /> <br /> Progress indicator for skin downloads while joining a host<br /> New message from host replaces "Did not receive guest info"<br /> FIX : Added checks to prevent guests joining with no user name or ID<br /> FIX : OOS starting race after joining autocross host in entry screen<br /> FIX : Dedicated host did not save skins used in MPR (for downloads)<br /> <br /> Misc :<br /> <br /> Implemented ABS brakes in XRG / RB4 / FXO / XRT / FZ5<br /> Misc option "Shadow generation" to select optimal shadow draw<br /> OutGauge : Dashboard lights reported in new OutGaugePack fields<br /> InSim : Traction Control and ABS are now reported in IS_NPL packet<br /> InSim : New packets to start / search replays and take screenshots<br /> FIX : LFS could crash when many cars were in view (e.g. during MPR)<br /> FIX : Mouse steering was stuck on full lock after minimising window<br /> FIX : Vista 64 power save switched off monitor in full screen mode<br /> FIX : Short cuts were possible in slalom course training lesson<br /> FIX : Follower view angle setting changed when LFS restarted<br /> FIX : MPR buffer overflow vulnerability (thanks to muhaa)<br /> FIX : Crash in game setup screen after removing a player<br /> == 0.5Z == ''- Jul 2, 2008''<br /> <br /> Graphics :<br /> <br /> updated interiors in FOX / FO8 / XF and XR (GTR and road) cars<br /> Improved frame rates - subobjects now use hardware vertex shading<br /> Improved sky rendering - less distortion, small frame rate increase<br /> Smarter level of detail calculations for best detail and frame rate<br /> Driver names are now directly above car with no acceleration offset<br /> Antialiasing and anisotropic filtering support in Graphics Options<br /> Mirrors with horizontal offset applied now stay inside windscreen<br /> JPG advert textures now used in all tracks (folder : data\pic)<br /> Improved control of mip bias : 4 sliders in Graphics Options<br /> Graphical and audio dynamic lod reductions are now instant<br /> Increased maximum number of car shadows from 8 to 16<br /> Antialiased virtual start lights and steering gauge<br /> FIX : RB4 dashboard wrong in left hand drive mode<br /> <br /> Physics :<br /> <br /> XF GTR now has a sequential gearbox with ignition cut<br /> Wind speeds and variations are now more moderate / less wild<br /> Small improvements to default setups of XR Turbo / XR GTR / XF GTR<br /> Moved and lowered centre of gravity in GTR cars for better handling<br /> Lowered centre of gravity and updated rear suspension of XRT and RB4<br /> <br /> Replays :<br /> <br /> Escape menu and options now available during a multiplayer replay<br /> Replay controls & timeline visible with mouse at bottom of screen<br /> SP and MP replays now loop unless started by /mpr or /spr commands<br /> External replay starting now works from replay screen or in replay<br /> FIX : Paused indicator is now shown when paused at start of replay<br /> FIX : Hang if escape menu was open at the end of a non-looping SPR<br /> FIX : Could get stuck leaving a paused MPR while guest connecting<br /> FIX : LFS wrongly allowed replay after adding AI in single player<br /> <br /> Licensed demo racers system :<br /> <br /> Demo racers now need a user name and GAME password to go online<br /> Unified List of Hosts - S2 users can all Demo / S1 / S2 hosts<br /> Demo / S1 racers can see all hosts running Demo / S1 content<br /> Demo racers now automatically download skins but not upload<br /> <br /> Double byte character support :<br /> <br /> Included Chinese, Japanese and Korean translations<br /> Selectable fonts for these languages in Game Options<br /> Input method editor support including candidate lists<br /> IME automatically switched on and off in text entry dialog<br /> Input language is shown when editing text (white if IME active)<br /> Name of active Chinese input method is shown (but not in Vista)<br /> <br /> Translations support :<br /> <br /> New Bulgarian translation including training lessons<br /> Added flags beside names of translations in Game Options<br /> New and updated training lesson translations in various languages<br /> Tips section in training can have more lines if purpose is not full<br /> FIX : Host welcome text was displayed in local code page (now Latin)<br /> FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)<br /> FIX : Code page error on List of Hosts after changing language<br /> FIX : Corrupted in-game text after changing language<br /> <br /> Interface :<br /> <br /> Faster text drawing system improves frame rate<br /> Separate text entry field for AI number plates<br /> Various minor graphical improvements in the interface<br /> Improved filter (16 bit / 32 bit / all) in Screen Options<br /> Network debug messages are no longer sent in InSim packets<br /> Interface improvements including updated entry screen and options<br /> Text input box is now drawn above user messages so easier to type<br /> Hotlapping in demo version - user name is now stored in the replay<br /> Controls setup now includes sensitivity multipliers for mouse axes<br /> Auto mode switching so F9 to F12 / N / SHIFT+L work even if hidden<br /> Line breaks in help text and lesson text now depend on actual width<br /> Success or failure message is now shown for one second after CTRL+S<br /> New game setup screen info message "X removed Y from the start grid"<br /> FIX : In some rare cases SHIFT+U mode did not move with an arrow key<br /> FIX : Changing gear shift type while driving made SPR go out of sync<br /> FIX : Enter pits "Could not load colours" after renaming car colours<br /> FIX : Autocross / drag can no longer be selected in hotlapping mode<br /> FIX : It was possible to join a race with same name as an AI driver<br /> FIX : Disabled various text commands from training (including /ai)<br /> FIX : Sometimes incorrect message "Road tyres on rallycross track"<br /> FIX : Code page of text when adding a new music track in channels<br /> FIX : OutGauge and OutSim are no longer closed by starting InSim<br /> FIX : Info button in List of Hosts showed laps instead of hours<br /> FIX : Wall riding was possible on soft walls at South City<br /> FIX : Command /entry did not work while watching a replay<br /> FIX : ALT+F4 did not exit LFS from a training lesson<br /> <br /> Multiplayer :<br /> <br /> Dedicated host and network debug show connecting guest IP<br /> New command /ndebug=no/yes to switch off/on network debug<br /> New option /lytdir allows dedicated hosts to specify layout folder<br /> On local network hosts only - false start no longer causes spectate<br /> FIX : Admin could crash dedicated host by mistake with some commands<br /> FIX : Host name code page error after clicking '?' in List of Hosts<br /> FIX : Inaccurate remote cars lap time after passing a split in MPR<br /> FIX : False message : Your skin was not found at www.lfsworld.net<br /> FIX : Joining a host with same name AI resulted in Join OOS<br /> FIX : Rapid /ai command could exceed number of cars allowed<br /> FIX : Rapid /ai NAME command resulted in AI with same name<br /> FIX : User could spam TCP requests causing overload<br /> FIX : Skin name buffer overflow exploit<br /> <br /> Misc :<br /> <br /> Added output frequency and slip fraction to the RAF file output<br /> Documentation references to '<' / '>' keys changed to ',' / '.'<br /> InSim : A LAG bit is now available in the MCI CompCar structure<br /> InSim : MCI packets are now sent at regular game update intervals<br /> Improved cfg.txt Music Dir option (specifies folder for ogg files)<br /> All paths (including reversed configs) now included (in SMX folder)<br /> FIX : Removed continual memory allocations in car shadow processing<br /> FIX : Number of AI now correctly limited when using the /ai command<br /> FIX : Updated car scripts XFR.lfs / FXR.lfs / XRR.lfs (sequential)<br /> FIX : Ban statistic was sent when attempting to ban a host by /ban<br /> FIX : AI could decide to refuel too late at tracks with one split<br /> FIX : Low ASCII characters can no longer be read from text files<br /> FIX : Could select invalid configuration and weather in cfg.txt<br /> <br /> Known issues :<br /> <br /> Stray pixels at texture edges increased by AA / AF<br /> Dedicated host does not display double byte characters<br /> Name of active Chinese input method is not shown in Vista<br /> == 0.5Y == ''- Dec 21, 2007''<br /> <br /> [b]Changes from X10 to Y :[/b]<br /> <br /> Content :<br /> <br /> New demo car : Formula BMW FB02<br /> Removed XR GT Turbo car from demo<br /> Chicane route added to South City<br /> <br /> AI :<br /> <br /> AI can now drive faster and can deal with changing car<br /> AI can drive out of pit garage for qualify or practice<br /> Can now make pit stops for fuel / damage / must pit rule<br /> No longer stop and reset to repair their car (pit instead)<br /> Save and load functions for start grid in single player<br /> <br /> Physics :<br /> <br /> Engine moment of inertia increased in all cars<br /> Handbrake is now applied at the start in hotlap mode<br /> Gear change auto throttle cut and blip options removed<br /> Manual clutch is now fully manual and engines can stall<br /> Improved simulation of sequential and h-pattern gearboxes<br /> Live anti roll and brake balance only allowed on race cars<br /> Redline rpm and rev limiter rpm point reduced in all cars<br /> RB4 - reduced mass by 18 kg / FXO - reduced tyre width<br /> FXO GTR - reduced mass by 20 kg to improve GTR balance<br /> GTR class also balanced by engine / gearboxes changes<br /> Racing tyres generate more heat and wear more quickly<br /> Clutch overheating system and display in F9 / F10<br /> FIX : Error in position of wind resistance centre<br /> <br /> South City :<br /> <br /> Many graphical updates and new configuration added<br /> Kerb construction modified making wall collisions safer<br /> JPG textures now used for adverts (data\pic\SO_ADSx.jpg)<br /> <br /> Blackwood :<br /> <br /> Modified chicane and section after main straight<br /> Slightly narrower track and various graphical updates<br /> JPG textures now used for adverts (data\pic\BL_ADSx.jpg)<br /> <br /> Fern Bay :<br /> <br /> Tyre stacks to stop cutting Rallycross Green Turn 1<br /> Fixes / pit lane cameras / removed large bridge adverts<br /> JPG textures now used for adverts (data\pic\FE_ADSx.jpg)<br /> <br /> Graphics :<br /> <br /> Minor updates to Formula V8<br /> FIX : XRG / XRT / XRR side mirrors<br /> <br /> Languages :<br /> <br /> Translatable damage display in F10 mode<br /> Added Lithuanian and Latvian translations<br /> <br /> Views :<br /> <br /> Adjustable cockpit view position for each car<br /> Left / right one button look functions now 45 degrees<br /> Left + right two button look functions now 90 degrees <br /> One button look is now adjustable from 30 to 90 degrees<br /> Look behind button in road cars - look back from centre<br /> Look behind button in racing cars - show virtual mirror<br /> FIX : Forced cockpit view now only affects your own car<br /> FIX : Skid marks and rubber are now visible through screen<br /> <br /> Multiplayer :<br /> <br /> Maximum size of config file (setup.cfg) doubled to 4 KB<br /> Command /spec X can be used by guests to remove AI drivers<br /> Time between reset and race start increased by six seconds<br /> Added "cruise" option and filter (allows wrong way driving)<br /> FIX : Remote clutch was pressed while shift paddle was held<br /> FIX : Lap timers did not work after /pitlane X or /pit_all<br /> FIX : Vulnerabilities that allowed a server to be crashed<br /> <br /> Interface :<br /> <br /> Damage repair is now a selectable option<br /> Pit stop damage repair takes twice as long<br /> Engines are no longer repaired in pit stops<br /> Pit stop still continues after car is nudged<br /> Added some missing commands to the /help text<br /> Updated LFS icon in LFS.exe - thanks to ORION<br /> LFS icon appears at top left of an LFS window<br /> Can now drive up to 1 km/h over the speed limit<br /> Redline display on tacho now has maximum accuracy<br /> Press 4 key to see a racing line for any viewed car<br /> Show racing line is disallowed in hotlapping and FCV<br /> Can Reset and Must Pit added as single player options<br /> New command /entry - makes LFS return to entry screen<br /> Fuel per lap estimate now shown in pits - info section<br /> Added Bridgestone and Avon tyre manufacturers in setups<br /> Speedo (both types) improved text size and aspect ratio<br /> Dashboard fuel displays now shown as % instead of litres<br /> Setup and colour config files now use three letter prefix<br /> Autocross layouts can now be selected in the track screen<br /> Removed digital speedo option - now depends on type of car<br /> Pit Stop fuel is now the fuel amount to be added at pit stop<br /> Best lap time is now shown at top right during a normal race<br /> Downforce distribution now shown in pits - downforce section<br /> Tips page updated to include a new tip and remove an old one<br /> FIX : Virtual dash appeared when viewing a remote undrawn car<br /> FIX : All pressed keys are now released when LFS loses focus<br /> FIX : CTRL + SHIFT tried to show user names in single player<br /> FIX : Sound and controller issues when changing screen mode<br /> FIX : Codepage of rename and delete buttons in save dialog<br /> FIX : Comma could not be used to enter interface scale<br /> FIX : MPR with licensed track causeD LFS demo to crash<br /> FIX : Recalibrate axes button set all axes to "X axis"<br /> FIX : Buffer overflow issue in SPR and MPR files<br /> <br /> Auto update system :<br /> <br /> Auto updater checks to see if patch is already downloaded<br /> LFS switches to window on entry if it does not have focus<br /> Patch files are not deleted until user answers "Restart?"<br /> FIX : InSim bind error on restart after auto update<br /> <br /> Sound :<br /> <br /> Included new default sounds for BF1 / FZ5 / FZR / FOX<br /> Sound is now switched off while changing screen resolution<br /> <br /> Training :<br /> <br /> Included new full pack of lessons - thanks to GP4Flo<br /> Racing line is drawn on ground in Test Drive lessons<br /> No penalty for hitting objects in Test Drive lessons<br /> Pressing ESC in test drive lessons results in a pass<br /> Can now hit objects / cones after completing a lesson<br /> Message is shown on screen if you hit a car overtaking<br /> Enter key can now be used to press any green button<br /> Removed countdown and info text at start of lesson<br /> <br /> InSim :<br /> <br /> FIX : Zero degrees FOV in CPP could cause LFS to crash<br /> FIX : InSim - CCI_FIRST / CCI_LAST not set if player in pits<br /> <br /> <br /> [b]Changes from X to X10 :[/b]<br /> <br /> Interface :<br /> <br /> Available start grid size now shown in game setup screen<br /> Results table now shows user names if you press CTRL+SHIFT<br /> Improved positioning of 3d menu objects (drivers and cars)<br /> Display positioning support in Options->Display->Interface<br /> Added buttons to reset position and size of moved interface<br /> Analogue steer smooth max raised to 0.95 (to help gamepads)<br /> Faster downloading system for auto update and offline skins<br /> FIX : Autocross timing info turned orange after any results<br /> FIX : ALT+F4 and /exit command now exit from meeting room<br /> <br /> Graphics :<br /> <br /> Minor optimisation in 2d display system<br /> Optimised wide screen effect by using a viewport<br /> Optimised mirror draw by using a narrow viewport<br /> Removed missing lines of 2d elements at screen edges<br /> Graphics option : 32 bit sky (32 bit is now default)<br /> Improved texture purging code (avoiding possible crash)<br /> FIX : Shift light was invisible in single player replays<br /> FIX : GetPlateHandle message could come up on a busy host<br /> <br /> Multiplayer :<br /> <br /> Added new multiplayer option : force cockpit view<br /> Removed full hosts filter from List of Games screen<br /> Moved cones and physics objects are restored more quickly<br /> Added handicaps / start position / user name to MPR header<br /> Show time and date of MPR by holding CTRL+SHIFT during replay<br /> FIX : It was possible for any guest to cause a host to crash<br /> FIX : A player is connecting stayed on after MPR finished<br /> FIX : Command /end did not work if no players in race<br /> FIX : Wrong way autokick did not work<br /> <br /> InSim / Programmers :<br /> <br /> Username is now saved in SP Replays<br /> Driver model byte added to IS_NPL packet<br /> Minimum MCI / NLP time interval reduced to 50 ms<br /> New packet IS_AXO sent when an autocross object is hit<br /> New packets IS_AXI and IS_AXC report layout information<br /> FIX : Guests could not see ALWAYS_ON buttons in all screens<br /> FIX : Guests sent corrupted data in a long IS_BTT packet<br /> FIX : Dedicated host could not fill in split nodes info<br /> FIX : Dedicated host did not report race positions<br /> == 0.5X == ''- Jun 8, 2007''<br /> <br /> Multiplayer :<br /> <br /> Up to 47 guests can connect to a host<br /> Max cars in multiplayer race increased to 32<br /> In demo 12 can race and up to 15 connections<br /> Disconnection reason is now shown in MP Replay<br /> Can now save MPR from dedicated host (auto or manual)<br /> A new connection queuing system to make connecting easy<br /> Car is no longer held at start line - false starts possible<br /> Start lights time between red and green is changed each race<br /> Kick and ban votes never need more than eight people to vote<br /> Ban votes can be completed after the player has disconnected<br /> Votes do not expire and are not reset when a player joins host<br /> Ready on game setup screen is not reset when a player connects<br /> Current vote is shown beside player name and in connection list<br /> Improved race position list so the confirmed results are locked<br /> Fuel load is no longer visible in MPR (for strategy protection)<br /> Avoided most of the "Can't x - a player is connecting" messages<br /> Implemented a new "canreset" option while leaving hotlaps valid<br /> BLUE FLAG works in practice (priority to those not on first lap)<br /> Automatic spectate driving out of bounds when reset not allowed<br /> Optimisation to improve frame rate in SHIFT+U mode when online<br /> Removed "unknown finisher" and associated stats / insim issues<br /> Improved the code that relays car position updates to guests<br /> Global handicaps for class balancing (set by master server)<br /> Remote car's handicap shown in F11 menu, tyres in F12 menu<br /> Grid reordering is now done on end race as well as restart<br /> FIX : Pit instructions were wrong when taking over a car<br /> FIX : Penalty in pit stop would make the stop never end<br /> <br /> Racing :<br /> <br /> Start and pit fuel loads range from 1% to 100%<br /> Qualifying and practice now start from the pit lane<br /> Qualifying out lap is no longer counted as a valid lap<br /> Single player now allows up to 20 ai cars (powerful pc)<br /> Pit instructions and live settings work in single player<br /> Admin penalties and commands are now recorded in SP Replays<br /> SHIFT+G gear shift selection no longer stops SPR recording<br /> New voluntary handicap system in pits (part of setup)<br /> Added preload setting to clutch pack differentials<br /> FIX : AI drivers ignored the pit lane speed limit<br /> <br /> Display :<br /> <br /> Small map colours can be changed : Options-Display-Interface<br /> Small map cars more than one lap ahead are a different colour<br /> Automatic show results - leaves small map visible when driving<br /> Hide / show results removed from options - available on CTRL+TAB<br /> Timing info shown in orange after winner crosses line / time over<br /> Yellow finished message is no longer duplicated in central text<br /> Connection bars are not drawn if they would obscure tyre info<br /> Qualifying cars on out lap are drawn orange (others yellow)<br /> Qualifying position is shown in yellow like race position<br /> Added text on screen showing the reason for a penalty<br /> Display option : Virtual steering gauge<br /> Display option : Rotate small map<br /> <br /> Interface :<br /> <br /> Added button to spectate directly from pits<br /> Supporting TrackIR with 6 degrees of freedom<br /> Scroll though autocross results with PgUp / PgDn<br /> SHIFT+P now enters garage from game setup screen<br /> SHIFT+O now enters options when watching a SP replay<br /> New keys SHIFT+S (spectate) and SHIFT+P (go to pits)<br /> Button look is now added to the yaw output of TrackIR<br /> Automatic unpause when starting or restarting a replay<br /> Ignition key "I" is now assignable to any key or button<br /> Removed the sound effect of a racer pitting or spectating<br /> Pit instructions fuel load can now be adjusted in 1% steps<br /> Escape menu improvements : can use keys (listed on screen)<br /> Race control message now has priority over wrong way message<br /> Wider FOV and more view pitch available (for extreme settings)<br /> Filter added to list of games to avoid hosts which allow reset<br /> Dedicated host now has a grey screen so you can read black text<br /> Used top left temporary message for CTRL+TAB and other functions<br /> Increased message history size to 20 stored + 20 recent (was 16)<br /> Place objects is now switched off when entering race or qualifying<br /> Code page names are now translatable for switching keyboard layouts<br /> FIX : Dedicated host could stop responding to messages and commands<br /> FIX : Start restriction countdown was missing from OK button in pits<br /> <br /> Skins :<br /> <br /> Replay skins download screen new "always" and "never" options<br /> High res premium skin download system (£1 for 2000 downloads)<br /> System to purge skins from graphics card memory when not used<br /> Skin download and preload during connection after loading track<br /> Improved the "new colours" system - combined with skin selection<br /> Skins in skins folder are not converted to dds if using full skins<br /> <br /> InSim :<br /> <br /> New version of InSim allows up to eight TCP or UDP connections<br /> New buttons system allowing better interface in InSim programs<br /> More race tracking info and many packets added (see InSim.txt)<br /> More commands now work on AI drivers : /spec /pitlane /p_xxx<br /> More commands work even if player joining e.g. /spec /laps<br /> New /i command to send a message to a race control program<br /> Race penalty can now be removed with /p_clear command<br /> Send all players to their pits with /pit_all command<br /> Admins can now use the IS_REO (race reorder) packet<br /> IS_CPP can now be used to set custom view position<br /> <br /> System :<br /> <br /> Removed the option not to use HVS if it is available<br /> Better messages showing the reason for disconnection<br /> Admins can now edit and /axsave layouts while online<br /> Admin ban dialog now asks for a number of days to ban<br /> Admins can now see other admins in list of connections<br /> Added short track name to SPR, MPR and RAF file formats<br /> Command /mprdir to specify mpr folder on dedicated host<br /> MPR file format : result times now saved in milliseconds<br /> Added handicap mass and restriction to hotlap file header<br /> Increased maximum physics objects due to more cars on track<br /> Start grid remains when track or config changes (if possible)<br /> Start time added to MPR file @ offset 36 (seconds since 1/1/1970)<br /> Command line command /player (start LFS with specified player name)<br /> New command /wait (like /exec but LFS hangs until the program exits)<br /> New command /hlog to set log file on host - command /log is now local<br /> FIX : Could not delete all text after clicking a name in meeting room<br /> FIX : Overtaking lesson could sometimes give an invalid lesson result<br /> FIX : Removed the need to pass a split after receiving admin penalty<br /> FIX : The TAB key did not work with /press /ctrl and /shift commands<br /> FIX : Occasional black screen bug when changing to full screen mode<br /> FIX : Autocross checkpoints in line could cause rapid lap count bug<br /> FIX : Path followers were reset when an object was added or removed<br /> FIX : Path follower reset caused a glitch or an out of bounds reset<br /> FIX : Some objects were not drawn after exiting pits while paused<br /> FIX : Start lights were not shown in some of the training lessons<br /> FIX : Autocross layout number of laps sometimes did not load<br /> FIX : In single player /end command did not exit correctly<br /> FIX : Find user in S2 mode looking for racer on S1 host<br /> FIX : Safer code when changing windowed to full screen<br /> FIX : Occasional crash when exiting from List of Games<br /> FIX : Long messages could sometimes get cut short<br /> == 0.5W == ''- Mar 31, 2007''<br /> <br /> Sound :<br /> <br /> Included new default car sounds created by DaveWS<br /> Engine sounds automatically switch to new defaults<br /> No need to type edit_eng before using sound editor<br /> Distortion is constant regardless of volume setting<br /> New PACK button in sound editor to load a sound pack<br /> TV camera and SHIFT+U avoid skid / wind volume boost<br /> SKid and wind volumes are 33% louder for all settings<br /> <br /> 2D Display :<br /> <br /> Improved small map car pointers<br /> Improved needles and markers on clocks<br /> Slightly more efficient 2d graphics drawing<br /> Driver names appeared too late when using wide FOV<br /> User LOD defaults to 0.8 (higher than old versions)<br /> Reduced width of lag meter (see more with ctrl+shift)<br /> Cars one lap behind are now shown in grey on small map<br /> FIX : Wide screen autocross object selection buttons<br /> FIX : Invisible warning when wrong way reversing<br /> <br /> Graphics :<br /> <br /> Higher resolution image in mirrors<br /> Higher level of detail available in main view<br /> LOD is no longer reduced with fov over 90 degrees<br /> Removed unecessary LOD checks on most scenery<br /> Removed option "Wider screen increases LOD"<br /> Removed option "All scenery at maximum LOD"<br /> <br /> Interface :<br /> <br /> Selected setup is displayed in F12 menu<br /> Another small reduction in pit-out glitch<br /> ESC now closes live suspension view and sound editor<br /> HOME key now works correctly in single player replays<br /> ESC in game setup screen now exits to entry screen<br /> SHIFT+O in main entry screen now goes to options<br /> CTRL+S saves a screen shot to the shots folder<br /> Setups can be sorted by name as well as date<br /> Any resolution as wide as 3:1 is considered 3 screen<br /> FIX : Default sound selected when deleting a colour<br /> FIX : Mouse cursor is now visible on window border<br /> FIX : Small renaming bug when saving replays<br /> <br /> Multiplayer :<br /> <br /> Some improvements to the ? info system in List of Games<br /> LFS S1 / S2 hosts can now store up to 400 banned users<br /> Admins can now use in-game : /laps /qual /hours /wind<br /> New InSim packets (pit - penalty - take over - flags)<br /> Join specific game - colours are removed from name<br /> New option /adminslots=X reserves slots for admins<br /> FIX : MsgOutPack (MSO) now shows long user messages<br /> FIX : Wrong delay "setup changes" after tyre change<br /> <br /> Views :<br /> <br /> View options now visible before you go on track<br /> Separate FOV stored for each car's custom view<br /> Separate steer look option for each custom view<br /> Improved options for follow view (chase cam)<br /> View screen rearranged to make more sense<br /> <br /> Misc :<br /> <br /> New language included : Slovenian / Slovenski<br /> Game setup screen stats : join - pit - spectate<br /> Unlocks now increased every Friday instead of monthly<br /> Master port is now selectable in cfg.txt (29339 or 8080)<br /> Set log file name /log=name.xxx or /log to stop logging<br /> FIX : Unlocking issue with AMD Athlon 64<br /> FIX : Unlocking issue with Cedega<br /> == 0.5V == ''- Dec 22, 2006''<br /> <br /> Sound :<br /> <br /> Improved car engine and other sounds, added gear whine etc.<br /> One extra car sound is now played (now 5 including your own car)<br /> Sound now plays at low speed, if replay at 0.5 or 0.25 speed<br /> Skid / scrape sounds are now bounded to reasonable level<br /> Now generated at 100 Hz resolution - same as physics<br /> Engine can now be heard from a greater distance<br /> Improved wind volume at low and high speeds<br /> <br /> FIX : Corrected volume of interface sounds<br /> FIX : Small clicks audible a few times per lap<br /> FIX : Removed crackling of sounds related to echoes<br /> FIX : Bug in camera position height part of sound calculation<br /> FIX : No music when watching MP Replay with music in replays ON<br /> FIX : Looping music buffer while selecting a track - now silent<br /> FIX : Nasty sound clicks when cars got nearer and further away<br /> <br /> Multiplayer :<br /> <br /> Improved multiplayer synchronisation checking (OOS)<br /> SHIFT+S when spectating now goes directly to garage<br /> Garage when not in race now shows spectate and join buttons<br /> Clicking join with no car selected goes to select car screen<br /> Can't join race / leave pits for 12 seconds after green light<br /> One extra car in high resolution physics (car in front at start)<br /> Discount immediate pit stops from the "must pit" rule (cheating)<br /> <br /> FIX : Rare crash in blue flags calculation<br /> FIX : LFS online hosts would hang if run for 50 days<br /> FIX : Stuck in entry screen if host has run for 25 days<br /> FIX : Rare problem causing your car to vanish on other computers<br /> FIX : Spectate after autocross run caused "Unknown finisher" message<br /> FIX : A player in pits could be forced to spectate at end of race<br /> FIX : Qualifying countdown was too short if less than 4 in race<br /> FIX : Mandatory pit stop is now not allowed to be on final lap<br /> FIX : RCM now has priority over race finished messages<br /> <br /> 2D Display :<br /> <br /> Misc Option : Show time instead of FPS in-game<br /> New path draw for game setup screen and in-game<br /> Realistic speedometer based on drive shaft speed<br /> Hold CTRL+SHIFT to show time instead of frame rate<br /> User messages no longer obscure the frame rate display<br /> Not recording message is now only displayed for 8 seconds<br /> Messages now visible but dimmed in ESCAPE and OPTIONS screens<br /> FOV adjust keys (5/6) now show the FOV in a temporary message<br /> Virtual start lights are now displayed on the right by default<br /> Small map is now never shown on the left if right is selected<br /> Message history (H) is now hidden at race restart or SHIFT+F<br /> Option to show small map on left or right of screen<br /> Removed text "LEFT pit lane" and "ENTERED pit lane"<br /> Central text now visible in SHIFT+F mode (option)<br /> Temporary messages now visible even if fps is off<br /> Real mirrors are now invisible if set to virtual<br /> Added UP and DOWN buttons to options screen<br /> Messages are now hidden in the ESCAPE menu<br /> <br /> Interface :<br /> <br /> Easier to get to desired FOV using 5 and 6 zoom keys<br /> Text entry box is smaller and blocks driving view less<br /> Button control rate option now visible in wheel/js mode<br /> Improved instant gear shift mode selection function SHIFT+G<br /> New general purpose save and load dialogs with rename / delete<br /> List of games screen allows sorting hosts by clicking column title<br /> Improved replay selection screen, added delete, rename and info<br /> Keys Y/N (yes/no) now work on the replay skins download screen<br /> Option to switch off acceleration view shifts in custom views<br /> Mirror mode for driver and custom views (now in view options)<br /> Added "all" to clocks mode options (off, real, virtual, all)<br /> New track selection screen allows track browsing before load<br /> Graphics options changed around to be intuitive / consistent<br /> New graphics option : Draw sky (replaces screen clear type)<br /> Controls screen now shows the function assigned to a button<br /> Scroll bar added if more than 7 players in list of players<br /> Skip intro option is now very fast (avoids loading track)<br /> Skip intro option renamed to : Load track when starting<br /> FIX : Button opacity option affected the colour sliders<br /> Game setup screen : ENTER key - joins race / sets ready<br /> Game setup screen : now shows local and UTC (GMT) time<br /> Game setup screen : Can now use /spec(tate) X command<br /> Cleaner replay start - avoiding flashing entry screen<br /> Start New Game / Join Specific Game : Added ENTER key<br /> Misc Option : 12 hour or 24 hour format selectable<br /> Car picture can now select the car (not just text)<br /> Some improvements to graphics options and layout<br /> Close window button (X) does a quick clean exit<br /> New /exit command also does a quick clean exit<br /> Added ALT+F1 to F12 as programmable text keys<br /> Key ALT+F4 is programmed to /exit by default<br /> Added rename function for car setups<br /> <br /> FIX : LOD values were rounding to one decimal place<br /> FIX : Clutch pedal was not shown in controls setup screen<br /> FIX : Mip bias setting was wrongly affecting in-game text<br /> FIX : Clickable buttons in connection list at start of race<br /> FIX : Changes were lost when selecting in car / custom views<br /> FIX : Could not view user names in replay if MP mode was Demo<br /> FIX : Arrow keys work in wheel mode even if assigned to KB steer<br /> FIX : Messages were unblocked by sending any command to the host<br /> FIX : Black screen bug changing between full screen and windowed<br /> FIX : Move speed slider didn't work in high view if following car<br /> FIX : Channel screen brought up a background while in game<br /> <br /> Views :<br /> <br /> Improved position of road car internal mirrors<br /> Internal mirror offset limit increased to 400 mm<br /> Separate mirror offset for custom and internal views<br /> Single seater car shadows now visible in custom views<br /> Cameta roll function added to SHIFT+U free camera mode<br /> Custom view mode selection now separate for main and look<br /> Buttons in view options to set custom view to eye or centre<br /> BF1 / FO8 show virtual clocks if wheel draw is switched off<br /> Maximum value reached marker added to virtual pedals<br /> TV camera, CTRL + arrow keys change zoom and roll<br /> Draw driver / wheel option added to custom views<br /> Custom views are now stored in data\views folder<br /> Custom view settings now separate for all cars<br /> <br /> FIX : Excessive acceleration view shift in fast cars<br /> FIX : Formula dash live settings now work in custom view<br /> FIX : Mirror option ALL did not show a mirror in wheels view<br /> <br /> Controllers :<br /> <br /> Axis, button and key assignments stored in .con files<br /> Sequential shift automatically used for single seaters<br /> Separate shift help settings for sequential and shifter<br /> All steering wheels default to separate throttle / brake<br /> Non-wheel game controllers default to combined thr / brk<br /> Controls setup screen now shows the currently pressed buttons<br /> Wheel turn minimum reduced to 90 degrees (for sticks / pads)<br /> CTRL+F1 to F12 text keys are all now assignable to buttons<br /> Car's steering wheel turns now shown in steering settings<br /> <br /> New LFS script system :<br /> <br /> - Place text file of commands xxx.lfs in script folder<br /> - Then script xxx.lfs can be run by typing /run xxx<br /> - Note : CAR.lfs is run when you select CAR e.g. XFG, BF1<br /> - Note : autoexec.lfs is run when LFS reaches entry screen<br /> <br /> New text commands added (see Commands.txt in docs folder) :<br /> <br /> /fov [degrees] - field of view<br /> /ff [0-200] - force feedback strength<br /> /axis [axis] [function] - e.g. /axis 2 throttle<br /> /invert [0/1] [function] - e.g. /invert 1 brake<br /> /button [button] [function] - e.g. /button 5 shift_up<br /> /key [key] [function] - e.g. /key Q handbrake<br /> /head_tilt [degrees] - 1g head tilt<br /> /lateral_shift [m] - 1g lateral shift<br /> /forward_shift [m] - 1g forward shift<br /> /vertical_shift [m] - 1g vertical shift<br /> /say [message] - same as typing a chat message<br /> /echo [text] - show text only on local screen<br /> /spec [name] - same as spectate [name]<br /> /ctrlf [num] [text] - change text e.g. /ctrlf 1 hello<br /> /altf [num] [text] - change text e.g. /altf 1 /view=driver<br /> /wheel_turn [degrees] - specify turn angle of controller<br /> /press [key] - simulate key press<br /> /ctrl [key] - ctrl + key<br /> /shift [key] - shift + key<br /> /alt [key] - alt + key<br /> /autoclutch [0-1] - turn autoclutch off / on<br /> /gccut [0-1] - throttle cut on upshift<br /> /gcblip [0-1] - throttle blip on downshift<br /> /axlaps [num] - set autocross number of laps<br /> /view [fol/heli/cam/driver/custom] - select view<br /> <br /> IN A SCRIPT : //comment - this line is ignored<br /> IN CHAT BOX : //xxx - short for /run xxx<br /> <br /> /hrun X : admin can run script X on host<br /> /exec E C : run program E with command line C<br /> <br /> /shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)<br /> /hidetext [no/yes] - hide text (like SHIFT+F)<br /> Windows Vista Support :<br /> <br /> Sound now works correctly in Windows Vista<br /> Unlocking is now possible in Windows Vista<br /> <br /> Misc :<br /> <br /> Added file docs\Commands.txt - listing ALL commands<br /> Updated... docs\Autocross.txt - for new functions<br /> <br /> Option : minimum time between gearshifts (debounce)<br /> S1 users can now use the automatic skin download system<br /> Automatic update system gives info, downloads, installs patch<br /> FF Steps now defaults to 256 (this gives higher resolution FF)<br /> Layouts do not set the number of laps unless a start pos exists<br /> S2 users can see and join S1 hosts in List of Games screen<br /> When first run, LFS defaults to desktop screen resolution<br /> Restricted areas and route checkers added to autocross<br /> Welcome / Tracks filename length increased to 31 chars<br /> New car data output files (press letter O in garage)<br /> Gearshift debounced (can't shift twice within 50 ms)<br /> <br /> InSim : MCI packets are now available in arenas<br /> InSim : IS_RES qualify packets sent even if not in table<br /> <br /> FIX : Outguage reported remote cars fuel load<br /> FIX : Driver's body optimisation was too sensitive<br /> FIX : Selecting drag strip often resulted in 3 lap race<br /> FIX : OutGauge now works on remote cars / MPR / external<br /> FIX : Reverse driving in hotlapping mode now invalidates HLVC<br /> FIX : Starting LFS with /join command needlessly loaded last track<br /> FIX : Corrected positions of translator names on credits screen<br /> FIX : A few wrong vertices on driver necks and marshall helmet<br /> FIX : Mirrors and clocks sometimes corrupted after minimising<br /> FIX : Small map sometimes went off screen or overlapped text<br /> FIX : Unlock was lost after hibernation on some computers<br /> FIX : CTRL+F keys did not work during replays<br /> <br /> New file associations system :<br /> <br /> SPR / MPR / SET / LYT files can now be opened directly<br /> In Windows, right click and set them to open with LFS<br /> <br /> Double clicking a SET or LYT file copies it to its folder<br /> Double clicking a SPR or MPR file copies and runs the replay<br /> == 0.5S == ''- Apr 21, 2006''<br /> <br /> Included the BMW Sauber racing car<br /> Improved the slipstream simulation<br /> Improvements in tyre and car physics<br /> Graphics option : Use compressed skins<br /> Included Spanish training translations<br /> Replay speed (F2) minimum is now 0.125<br /> Traction control added to FZ50 road car<br /> Updated translator names on credits page<br /> Longer start delay if more players in race<br /> Gear shift levers no longer hold the clutch<br /> Pit speed limiter now visible on remote cars<br /> Better dashboard on Formula XR and Formula V8<br /> French and Russian keys guides (in docs folder)<br /> InSim NLP and MCI packets now support 2000 laps<br /> Small changes to the mass and power of some cars<br /> 15:4 screen ratio now detected as a 3-screen mode<br /> <br /> FIX : Wing angle bug causing physics exploit<br /> FIX : Command line /hours=x is now implemented<br /> FIX : Bug in haze effect, now usable in tv cameras<br /> FIX : Bug in demo /ban function with coloured names<br /> FIX : After driver change - timing info not visible<br /> FIX : Qualifying could end up to 6 seconds too early<br /> FIX : Pasting long line of text would make LFS crash<br /> FIX : LFSW lap times bounded to 1 hour to avoid wrap<br /> FIX : Could sometimes teleport after a driver change<br /> FIX : Changing tyre type, warmed to wrong temperature<br /> FIX : Could get stuck in pits when changing fuel load<br /> FIX : Mudguards and brakes vanish when changing plate<br /> == 0.5Q == ''- Nov 26, 2005''<br /> <br /> New language support :<br /> <br /> Several updates allowing new translations and new character sets...<br /> <br /> 6 new codepages in addition to Latin-1 :<br /> - Cyrillic, Greek, Central Europe, Turkish, Baltic, Japanese (Katakana)<br /> <br /> 5 new translations :<br /> Russian, Estonian, Serbian, Greek, Polish<br /> <br /> Automatic codepage selection, when changing keyboard in Windows<br /> New text entry system, handles multiple codepages and colours<br /> User can select code page manually, if required (press CTRL)<br /> Text colours - CTRL + 0 to 7 : change colour / CTRL + 8 : default<br /> Can use a comma instead of a full stop when entering a number<br /> New ^9 code - restore original colour without changing codepage<br /> Autocross editor distance measure display is now translatable<br /> CTRL in text input box : click down arrow to show characters<br /> <br /> Other updates :<br /> <br /> Pit stop required (yes or OK=done) is now shown in the F12 menu<br /> Avoiding invalid key beep on Scroll Lock, Num Lock and Pause<br /> Faster text draw by using fewer, bigger textures (less swapping)<br /> SHIFT+O now enters options from setup screen (same as in game)<br /> Join screen shows selected player and gives access to options<br /> "Corrupted NameReply" error message removed from List of Games<br /> New /out command - ignored by LFS but seen by InSim programs<br /> Controller buttons can be assigned to text keys CTRL+F9-F12<br /> <br /> Fixes :<br /> <br /> FIX : Wrong fuel amount transferred to new player when taking over car<br /> FIX : Faulty online host sometimes causing LFS to hang in List of Games<br /> FIX : Some missing characters added to Latin 1 code page<br /> FIX : "Race Ends : 1" message shown wrongly in garage<br /> FIX : KNW filenames depended on selected language<br /> FIX : Some changes to the text in braking lessons<br /> FIX : Numeric keypad 0,1,2,7,8,9,-,/ keys now work correctly in game<br /> FIX : Loss of racing line rubber : "Path info changed" message<br /> FIX : Text about upload of 56k modem - in fact 33.6 kbits/sec<br /> FIX : Holding SHIFT+X from in-game put LFS into a strange state<br /> FIX : Repeated message "Could not load colours - using default"<br /> FIX : Crash if track changed when user was in select car screen<br /> FIX : No mid-race join option now only active if 2 cars in race<br /> FIX : Last key pressed in text box could activate its function<br /> FIX : TAB and SHIFT+TAB should now show all cars and not crash<br /> FIX : Page Up and Page Down keys generated " and ! characters<br /> FIX : Small numerical error in foot-pounds and bar units<br /> FIX : Third decimal place of message text size was not saved<br /> FIX : Max length player name with a full stop would be corrupted<br /> FIX : Various bugs and crashes when using nogfx / invisible host<br /> FIX : Some problems with kick/ban and sharing of ambiguous names<br /> == 0.5P == ''- Jun 25, 2005''<br /> <br /> Further developed physics and multiplayer systems<br /> 2 new single seater racing cars (not for the faint hearted)<br /> 3 GTR racing cars of around 500 bhp (keep your hair on)<br /> 2 front wheel drive racing saloon cars<br /> 2 sports cars, one rear and one mid engine<br /> 1 1000cc front wheel drive road car (where's that corner)<br /> Kyoto Ring, Japan - with an Oval configuration<br /> Westhill, England - a high speed track<br /> Aston, England - long and short configurations<br /> 8 S1 cars with graphical and physical developments<br /> 3 updated S1 tracks (Blackwood, Fern Bay, South City)<br /> New objects added to the S1 Autocross arena<br /> Various types of suspension with realistic motion<br /> Support for symmetric and asymmetric setups<br /> Tyre wear, surface and and air temperatures<br /> 48 sampling spots per tyre allowing flat spots<br /> Simulated and visible tyre deformation<br /> Fuel usage, pit stops, speed limits and penalties<br /> F12 Pit instructions system to change strategy<br /> F11 Live settings : anti roll bar and brake balance<br /> Yellow Flag and Blue Flag warning systems<br /> Driver changing for time-based races e.g. 24 hour<br /> And more...<br /> == 0.5L == ''- Apr 30, 2005''<br /> <br /> FIX : Alpha sort of car windows / driver names / scenery<br /> FIX : Number plate display when using special characters<br /> FIX : Overhead names now shown unmirrored in the mirror<br /> FIX : Garage 2d view showed another players car colour<br /> FIX : Wheels are now always visible in force draw mode<br /> FIX : Lap times / penalties carrying over to new race<br /> FIX : Camber effect fixes (including low-lod physics)<br /> FIX : BL Car Park now shown with name instead of BL3<br /> FIX : Car's damage remaining at start of test drive<br /> FIX : Auto shifter not changing down at low speeds<br /> FIX : Missing characters in names output to files<br /> FIX : Updated Blackwood track with various fixes<br /> FIX : Fastest lap updated with an equal lap time<br /> FIX : Sharper textures on flat / chalk objects<br /> FIX : OOS - CAR on joining host or pit stop<br /> FIX : Tyres overheating on soft surfaces<br /> FIX : Repaired XF GTI shadow mesh<br /> <br /> Steer compensation slider moved to controls screen<br /> Visible driver in player options even when in game<br /> JOOS - RES R1 etc (results) auto-correction system<br /> JOOS - (other than results) auto-reconnect system<br /> Asymmetric pressure / camber + clickable settings<br /> Tyre temperature display shows green at optimum<br /> Clutch pack differentials replace viscous type<br /> Added optional ID parameter for OutSim packets<br /> Some text characters moved / added / improved<br /> Increased protection against message spamming<br /> List of games now shows private hosts clearly<br /> Show Pedals option now works in cockpit view<br /> List of games filters now work in demo mode<br /> New audio option for wind volume boost<br /> Improved default setups of demo cars<br /> XF GTI power increased to 120 bhp<br /> Training lessons updated<br /> == 0.5K == ''- Apr 5, 2005''<br /> <br /> S2 Demo ALPHA released<br /> Demo content only with numerous improvements from 0.3<br /> == 0.3H == ''- Oct 8, 2004''<br /> <br /> ---General---<br /> <br /> Skid marks<br /> Darker tyres<br /> Smoke improvements<br /> Better CPU saving in entry screens<br /> Included Italian, Spanish and Turkish translations<br /> No need to type in key to unlock (a license is still required)<br /> Virtual clocks are moved in when connection list (N) is displayed<br /> <br /> ---Multiplayer---<br /> <br /> Info message in List of Games<br /> New online cheat protection system<br /> Host auto-restarts in the event of a bad timeout error<br /> Cleaned up and improved the code for connecting and disconnecting<br /> FIX : Auto-kick of lagging racers who were not going the wrong way<br /> FIX : Bugs that could cause an immediate OOS kick after connecting<br /> FIX : Strange "Can't pit" messages when another racer was pitting<br /> FIX : Bugs that could cause a multiple OOS kick while racing<br /> FIX : Dedicated host startup error messages<br /> FIX : InSim can bind to specified address<br /> FIX : d3d error when entering multiplayer<br /> FIX : Bug affecting remote cars accuracy<br /> FIX : Changing password while online<br /> FIX : Some rare crashes<br /> == 0.3G == ''- Apr 10, 2004''<br /> <br /> ---Multiplayer---<br /> <br /> Improved multiplayer timer to reduce time warping<br /> Removed constant "Sync" messages from network debug<br /> Block / unblock user messages by pressing "-" key<br /> Faster host pinging when getting a List of Games<br /> Removed "-" option from List of Games filters<br /> Decreased the size of some packet buffers<br /> Increased size of joiner and authorisation queues<br /> FIX : ghost of user getting stuck in meeting room<br /> <br /> ---Graphical---<br /> <br /> Overhead names are smaller and invisible behind hills<br /> SHIFT+U camera mode improvements (for follow car mode)<br /> Default screen clear changed to "clr + sky" (faster)<br /> FIX : Alpha object sorting when track LOD switched off<br /> FIX : Crash that could happen when changing screen size<br /> FIX : Lag / input problems that showed up with patch F<br /> <br /> ---InSim---<br /> <br /> InSim system to control LFS with an external program<br /> Various packets can be sent to or requested from LFS<br /> Some new console text-based commands have been added<br /> Please read InSim.txt file for programmer information<br /> <br /> ---General---<br /> <br /> Small arrow indicates selected racer in position list<br /> AI drivers try to select colour config with their name<br /> Scroll bar on SPR / MPR / Skin selection screens<br /> FIX : doppler bug with chase and helicopter views<br /> FIX : /speedreduce and /reducehalf, can use "=" sign<br /> == 0.3F == ''- Mar 2, 2004''<br /> <br /> ---Graphical---<br /> <br /> Hardware Vertex Shading is now available and useful on high end cards<br /> Higher resolution Z buffer is used and removes some graphical glitches<br /> HVS status and Z buffer depth visible in Options...Graphics screen<br /> New option to turn off Track LOD reduction - affects trees and track<br /> Z buffer depth and HVS mode are selectable in Options... Graphics<br /> Important hardware options saved to special file card_cfg.txt<br /> <br /> ---Keyboard Steering---<br /> <br /> Old predictive keyboard steering system has been removed<br /> Two modes of keyboard steering : "no help" and "assisted"<br /> Fast Steer and Slow Steer slider bars and key assignments<br /> Speed Steer Reduction and Half Reduce Speed m/s for KB<br /> New commands to allow changing of these settings :<br /> /speedreduce X : total steer reduction (0 to 1)<br /> /reducehalf X : speed in m/s for half of reduction<br /> New commands to allow save or load of keyboard settings :<br /> /loadkb X : load settings file (data\misc\X.kbs)<br /> /savekb X : save settings file<br /> <br /> ---General---<br /> <br /> List of games : info button to show host race state<br /> Meeting room : button shows number of people in the room<br /> Autosaved filenames now stripped of illegal characters<br /> Separate speed reduce settings for analogue and keyboard<br /> Automatic language selection the first time LFS is run<br /> MPR : replay autosave now uses more descriptive filename<br /> SPR : controller type now shown in "connection list" (N)<br /> List of Games new "-" filter - turn on to show old hosts<br /> Controller type is now shown in list of connections<br /> Right-click on list of connections to get editable name<br /> CTRL + SHIFT now shows user name in race position list<br /> Improved (some 3d cards) texture glitching on first lap<br /> Added new translations - Nederlands.txt and Català.txt<br /> Space bar no longer exits from Replay or Test Drive<br /> Auto-restarted SP replay stays in selected view mode<br /> FIX : Host selectable IP was affecting guest connections<br /> FIX : Controllers now keep same value when window loses focus<br /> <br /> ---Host Changes---<br /> <br /> Host name is displayed on console window<br /> <br /> New commands for command line or host admin :<br /> <br /> /autokick=no/yes/ban (Wrong way auto kick)<br /> /start=fixed/finish/reverse/random (Default race start)<br /> <br /> New admin commands (or non-admin if "select" is enabled) :<br /> <br /> /autox XXX : load layout XXX for this area (AU1_XXX.lyt)<br /> /axlist : get list of host's layouts for current track<br /> /axlist TRACK : get list for specified track, e.g. AU1<br /> /axclear : clear layout<br /> <br /> Non-admin access to old commands if "select" is enabled :<br /> <br /> /track /weather /qual /laps /wind<br /> <br /> In-game notification when a racer gets a PB<br /> <br /> New commands for anyone to get info from LFS World :<br /> <br /> /w CMD sends command to LFS World for current car/track<br /> e.g. /w pb (Personal Best) or /w laps (Laps)<br /> <br /> /ws TRACK CAR CMD sends command for specified car/track<br /> e.g. /ws BL1R T pb (get PB in XR GT Turbo at BL Rev)<br /> <br /> More online DB access commands can be found on the<br /> "LFS Keys" page at www.liveforspeed.net<br /> <br /> New /m command to get info from master server :<br /> <br /> /m find USER : find a user online<br /> /m ? : get a list of master commands<br /> <br /> DEMO host changes :<br /> <br /> Can't join with a name that is already used<br /> Admin can now use /kick X and /ban X Y<br /> == 0.3E == ''- Dec 15, 2003''<br /> <br /> New S1 car is included : MRT5<br /> Added Norwegian language pack<br /> Hotlapping mode displays sector times<br /> Handbrake is applied when leaving pits<br /> MP Replay can now be paused with P key<br /> Added drivers with grey and black suits<br /> Mouse can be selected as a control axis<br /> Resets with direction towards racing line<br /> Shiny helmets - can change colour or skin<br /> Improved AI speed (a bit) and reliability<br /> Car is displayed in on-screen race results<br /> View heading and view pitch stored per car<br /> Follower view starts behind car when selected<br /> Virtual mirror moves up when view pitched down<br /> Graphical speedups - spokes, subobjects, drivers<br /> Distance measurement in autocross editor - Press D<br /> Refresh rate is selectable if supported by drivers<br /> Can use command file instead of a long command line<br /> Car is drawn at full resolution in pits / garage<br /> FIX : Position of shadow has been improved<br /> FIX : Minor change to smoke output by cars<br /> FIX : Lighting bug at the edges of tyre tread<br /> FIX : Overlapping timing text in translations<br /> FIX : message logging crash with % in message<br /> FIX : Replays going OOS on use of reset key<br /> FIX : SO reset in mid air or on top of flyover<br /> FIX : AI drivers can now get off the long grass<br /> FIX : Added protection against some cheating methods<br /> FIX : Crash caused by overflow in name and plate entry<br /> == 0.3C == ''- Oct 30, 2003''<br /> <br /> ---Multiplayer---<br /> <br /> Multiplayer system allows 16 connections in S1 mode<br /> New multiplayer physics LOD system for remote cars<br /> Multiplayer speedup option disabled in external views<br /> New command line options /ip /admin /patchc<br /> Host can specify the IP address to use<br /> Admin password allows admin guest to control host<br /> Host admin guests are immune from vote kick or ban<br /> Host Option : Version C protocol - new functions<br /> <br /> ---Version C protocol---<br /> <br /> Extra cheat protection for a known loophole<br /> Allowed cars can be changed while host is running<br /> Settings can be changed while host is running<br /> <br /> ---DEDI host changes---<br /> <br /> Text input for messages and commands (see below)<br /> DirectX&amp;reg; installation is no longer required<br /> The "nogfx" window size has been reduced<br /> <br /> ---Views---<br /> <br /> Central view is now an editable custom view<br /> View sequence (V key) includes overhead camera<br /> SHIFT + V - Go through view sequence in reverse<br /> SHIFT + F1 - Return to default driver view<br /> ALT + F1-F5 : Instant view selection<br /> View option : Virtual start lights<br /> New option for in-car view : Rotate view<br /> List of names in-game : V button to view player<br /> FIX : Instant look return when using steer view<br /> <br /> ---List of Games Screen---<br /> <br /> Host filter options : Private / Public / Empty / Full<br /> New meeting room system to meet other racers<br /> Scroll bar added to the list of games<br /> <br /> ---Various---<br /> <br /> Car sounds limited to 4 nearest cars to improve FPS<br /> High security firewalls : Port 80 option in cfg.txt<br /> Difference timer duration increased to 12 seconds<br /> Scroll bars added to setups and colours in garage<br /> Text entry improved (CTRL + left / right / delete)<br /> German, French and Portuguese translations updated<br /> New Finnish translation pack included<br /> FIX : ALT + some keys on french keyboard<br /> FIX : Some crash bugs found in patch B<br /> == 0.3B == ''- Sep 25, 2003''<br /> <br /> cars joining race - delay texture load to avoid glitch<br /> faster track generation after first load of each track<br /> list of games shows allowed cars and host settings<br /> translation system - see readme.txt for more info<br /> simple car draw headlights improved by removing glass<br /> right-click now moves race laps or qualify mins by 10<br /> version and copyright message now shown on entry screen<br /> small improvements to dynamic lod system improving fps<br /> qualifying : restart uses default system after a race<br /> show names (N keypress) setting is stored on exit<br /> game control keys now not affected by caps lock<br /> quick key to skip current tune : SHIFT+K<br /> font : updated and added some characters<br /> misc option : dynamic LOD reduction switch<br /> misc option : skip intro and exit screen<br /> FIX : South City walls lacking HLVC check<br /> FIX : hotlapping error (early start + limited laps)<br /> FIX : MPR - races appearing as qualifying or practice<br /> FIX : exhaust going to wrong side on left-drive car<br /> FIX : non-ded host had to select at least one demo car<br /> FIX : locked demo crashed loading replay with S1 track<br /> FIX : editor buttons vanishing with too many objects<br /> FIX : could not connect to a demo host with password<br /> FIX : shifter could select higher gear than allowed<br /> FIX : "host is loading track" bug - host repairs itself<br /> FIX : special dedicated host can now support autocross<br /> == 0.3A == ''- Jul 17, 2003''<br /> <br /> 4 new cars, including fwd, rwd and 4wd<br /> 20 new race track configurations in two track areas<br /> a drag strip, an autocross area and an autocross editor<br /> automatically gathered online statistics on our website<br /> == 0.2E1 == ''- Jun 1, 2003''<br /> <br /> Z buffer improvement (wheels showing through body)<br /> improved smoothness of user camera following car<br /> new long single player replay SPR - replaces GST format<br /> file header changes to SPR and MPR replays - see website<br /> display option - show overall times [relative / absolute]<br /> chat disabled during replays and F2 / F3 don't need SHIFT<br /> guest.txt file added similar to hostX.txt see readme file<br /> engine rotation directions set to normal for a road car<br /> view option : central view Y and Z offset [forward / down]<br /> suspension : wheel moving up far will hit a fixed bumpstop<br /> pits / garage : suspension motion range is displayed<br /> pits / garage : user can set individual gear ratios<br /> FIX : join at same time - one racer getting another's car<br /> FIX : untextured surfaces too dark when using 2X textures<br /> FIX : text vanishing when backspace key is pressed<br /> FIX : SHIFT / CTRL / ALT keys lift when window loses focus<br /> FIX : controller inputs hold value when window loses focus<br /> FIX : list of games now displays correct "can join" number<br /> FIX : widescreen effect extra pixels at top of screen<br /> FIX : faster host reconnect after unusual master error<br /> == 0.2D == ''- May 7, 2003''<br /> <br /> FEATURES AND IMPROVEMENTS :<br /> <br /> screen to select resolution + 16 or 32 bit and quick keys<br /> wide screen effect in screen options 16:9 on 4:3 monitor<br /> special hot lap support system, hlvc and start position<br /> user view camera - SHIFT+U from game<br /> extra info in hoststatX.txt (see below command Line options)<br /> command line now accepts empty password<br /> hidden host - not in list of games but can connect by name<br /> multiplayer synchronisation check - OOS player disconnects<br /> option CTRL+C - limit mouse cursor position to LFS window<br /> option CTRL+TAB - race results appear on screen<br /> all settings bounded to standard (unhacked) range<br /> skins_x folder for downloaded skins - not shown to select<br /> display options - set colour of central text<br /> MPR replays improvement - lag and warp reduction<br /> <br /> BUG FIXES :<br /> <br /> multiplayer synchronisation bugs (false starts etc)<br /> vanishing cars (loss of UDP) while spectating<br /> now deletes hoststatX.txt on leaving program<br /> cfg.txt : "Use HTL" option - changed and fixed<br /> engine torque was acting relative to world axis<br /> selecting MPR on different track now loads track, no crash<br /> wrong mass in garage with low user lod + simple car draw<br /> simple car draw XR brake lights on all the time<br /> crash if changing "updating path" option<br /> SHIFT+M to turn off mirrors - left a still image<br /> sort by name on Select Skin screen now works<br /> 13th to 16th finisher - car error, 17th - freeze<br /> MPR displayed "car error" at start if player in pits<br /> colours and skins jumping around between cars<br /> nogfx host display, not enough player slots<br /> empty black screen entering new host after being kicked<br /> steer look was wrongly enabled in mouse look modes<br /> N for names, always displayed position list<br /> == 0.2B == ''- Apr 2, 2003''<br /> <br /> UDP instead of TCP for multiplayer car position update packets<br /> Lag and host overload reduced by UDP and packet rate limitation<br /> More host options, number of guests separate from number of cars in race<br /> Upload bandwidth calculation system - warns if host settings too high<br /> Command line parameters for new host options + maxconns is now maxguests<br /> Small change to renamed host output file, now has "guests" not "conns"<br /> List of Games : stays in memory until refreshed<br /> List of Games : shows track, e.g. BW-2R is Blackwood Rallycross reversed<br /> List of Games : Host improvement to reduce "no reply" results<br /> FIX : Simple car reflected mesh for left hand side drivers<br /> FIX : wheelspin smoke increased<br /> FIX : dedicated host crash when guests changed weather<br /> FIX : "vote" command line parameter + added "select" parameter<br /> == 0.2A == ''- Mar 22, 2003''<br /> <br /> Improved tyre physics<br /> Car skin support<br /> Clutch and shifter support<br /> Skid pad<br /> Multiple hosts on one pc (specify port)<br /> More command line host options<br /> More...<br /> == 0.1W == ''- Mar 4, 2003''<br /> <br /> FIX : Guest could not receive more than 32 games from master<br /> FIX : Crash when using settings with long names<br /> FIX : Warning if music file name is too long<br /> View Option : Multiplayer FPS improvement (no update distant cars)<br /> View Option : Multiplayer car draw distance<br /> Remote player lap times are now exact (all need new version)<br /> Lagged cars vanish instead of going off madly<br /> SHIFT + M : Mirror on / off<br /> Single player input update rate improved<br /> Mirror FOV fixed at 60 degrees<br /> == 0.1T == ''- Feb 19, 2003''<br /> <br /> View Option : Mouse look support (alternative to view with steer)<br /> Minor sound improvement<br /> Minor keyboard steer improvement<br /> Avoid crash when remote player uses corrupted setup<br /> == 0.1Q == ''- Feb 5, 2003''<br /> <br /> Can select primary or secondary master server<br /> Small fps improvements<br /> Smaller in-game text and map<br /> Misc Option : Drop shadows on text<br /> FIX : Mirror LOD bug<br /> FIX : Player leaving cancels system votes<br /> == 0.1P == ''- Jan 30, 2003''<br /> <br /> Misc Option : Vertical Sync (good way to repair controller lag)<br /> FIX : Sound bug - caused small hangs each time a car got close<br /> FIX : Unnecessary access to all objects exery frame reduced FPS<br /> == 0.1N == ''- Dec 13, 2002''<br /> <br /> Allow up to 32x replay speedup if possible (shift-F3/F4)<br /> Misc Option : Analogue controller smoothing<br /> Misc Option : Screen clear type / simple sky<br /> FIX : MPR Replay time limit<br /> FIX : MPR Replay wrong player leaving<br /> FIX : GST Replay FPS limitation<br /> FIX : On screen lap time often out by 0.01s<br /> == 0.1M == ''- Nov 29, 2002''<br /> <br /> Fix for multiplayer start line bug<br /> Host auto-kicks player with start line bug<br /> No reset car unless stopped<br /> Stop repeated in-game votes<br /> Replay analyser files improved<br /> Start / finish point changed - affects split time readings<br /> Making connections, removed call to gethostbyaddr<br /> Controls Option : Keyboard steer (L + R holds position)<br /> Controls Option : Throttle and brake rate (for button/key)<br /> View Option : display wheels in centre view on/off<br /> View Option : turn view with steer (excludes axis look)<br /> FIX : Gain points from replay<br /> FIX : Welcome screen bug after running dedicated host<br /> FIX : Crash running nogfx host from fresh install<br /> FIX : Entering name of tune on channels screen<br /> == 0.1L == ''- Nov 18, 2002''<br /> <br /> VR support - 3 axis look<br /> Calibration - Set centre button for input axes (C)<br /> Replay saving not autosave by default<br /> FIX : Long ogg filename crash (current limit 23)<br /> ESC - skip intro (in addition to SPACE)<br /> ESC - menu for GST replays<br /> - Test drive car option<br /> - Replay analyser output file (more info below)<br /> Misc Option : Turn off in-game frame rate limitation<br /> == 0.1K == ''- Nov 14, 2002''<br /> <br /> FIX : Ghost connection remaining on host<br /> FIX : Multiplayer replay - "a player is connecting"<br /> FIX : Bug on game list screen<br /> FIX : Crash when creating invisible host<br /> FIX : Filenames containing "."<br /> FIX : Long replay filenames<br /> FIX : More than 16 games "no info" appearing in list<br /> View Options : FPS display off/left/right<br /> Graphics Option : Trees in mirror<br /> Misc Option : Maximum value for "Max frame rate" raised to 125 fps<br /> Misc Option : Adjustable sound lag<br /> SHIFT + W : Reinitialise sound<br /> SHIFT + C : Reinitialise controllers and force feedback<br /> Race positions list now showing much more of the time<br /> Vote option (no/yes) added to command line options<br /> Player names added to "hoststat.txt" status file<br /> == 0.1J == ''- Nov 9, 2002''<br /> <br /> Drive after replay bug fixed<br /> Gearshift indicator fixed on XR GT and XR GT Turbo<br /> Command line startup options and non-directx host<br /> Gamelist shows X for new version or V voting enabled<br /> Send Setup button in list of connections (N)<br /> Some multiplayer joining and timing bugs fixed<br /> Out of bounds wheel / brake settings not allowed<br /> Host option : Vote kick/ban<br /> Misc option : AI drivers use player setup<br /> Multiplayer replay improved<br /> More setup slots in garage<br /> == 0.1H == ''- Oct ??, 2002''<br /> <br /> Multiplayer replays<br /> Longer length sound buffer<br /> Complete text message with F keys<br /> Misc Option : FPS limit (default 66 fps, max 100 fps)<br /> Misc Option : Minimum Sleep (alternative lag bug repair)<br /> Misc Option : Lag Bug Repair renamed to Screen Lock<br /> FIX : Crash when clicking on a host<br /> FIX : G3 hang / crash bugs<br /> FIX : Player list showing in pits<br /> FIX : Position of green text over cars<br /> FIX : Green start light OFF colour<br /> == 0.1G == ''- Oct 15, 2002''<br /> <br /> Out of sync videos bug fixed<br /> Red shift light replacing yellow arrows<br /> Message displayed when video runs out<br /> HLVC 2 wheels on grass now acceptable<br /> Graphics Option : screen width affects LOD<br /> View Option : Race position list on/off<br /> View Option : Message text size<br /> Graphics Option : Draw trees on/off<br /> == 0.1F == ''- Oct 11, 2002''<br /> <br /> POV Hat support (multiple controllers may need to reprogram buttons)<br /> Race position indicator<br /> N key displays race position list<br /> Host automatically reconnects to master server after disconnection<br /> SHIFT + F2 : Replay time slow down<br /> SHIFT + F3 : Replay time speed up<br /> Game Option : Single player hot lap validity check<br /> View Option : Draw driver / steering wheel<br /> View Option : Show checkpoint text / driver names<br /> View Option : Manual shift indicator (up / down)<br /> Host Option : Disconnect / Reconnect master server<br /> Audio Option : Skid volume boost<br /> Controls Option : Remove deadzones<br /> == 0.1D == ''- 2002/09/14''<br /> <br /> 1) Scrutineering is permanently on - this means that players with cars<br /> that have been modified can only link up with other players with the<br /> exact same modifications. The aim of this is to exclude cheating players<br /> while still allowing modified players to connect online. Forcing the<br /> cars to be equal is also essential for the multiplayer prediction.<br /> <br /> 2) More info on the List of Games screen - when you see a host that is<br /> version D, the letters F, R and T signify the host's allowed cars:<br /> F:XF GTI - R:XR GT - T:XR GT TURBO<br /> <br /> 3) Multiple controller support - multiple controllers are now supported.<br /> This is a completely new inputs and force feedback system and your<br /> input settings will have to be re-entered.<br /> == 0.1B == ''- 2002/09/06''<br /> <br /> 逆走コース設定が追加されました<br /> たくさんのバグ修正が行われました<br /> == 0.04Q == ''- 2002/08/31''<br /> <br /> ???<br /> == 0.04k == ''- 2002/08/18''<br /> <br /> 最初の公式 Live For Speed DEMOテストバージョン <!-- 他言語へのリンク --> [[en:Version History]] 37b0c4df63a231d9c28eba2887d387576dcad7b7 バージョンの歴史(完全版) 0 1540 2323 2017-03-17T16:30:12Z Skylinekakkoii 57 英版のコピー&一部翻訳 wikitext text/x-wiki 全てのテストパッチなども含んだ、最初期から最新版までの完全なLFSのバージョンの歴史です。 公式リリースのみのバージョンの歴史をご覧になりたい方は、[[バージョンの歴史|こちら]]をご参照ください。 == 0.6R == ''- Jan 28, 2017''<br /> <br /> New Blackwood environment :<br /> <br /> - New textures, geometry and detail improvements all around<br /> - New Historic configuration (similar to GP but without chicane)<br /> - New industrial estate area available when open config selected<br /> <br /> Other incompatible changes :<br /> <br /> XRG / XRT / FZ5 maximum steering angle increased to 45 degrees<br /> Spawn position now disables "Could not join : Start is blocked"<br /> Maximum number of layout objects increased to 2100 (was 1800)<br /> <br /> InSim :<br /> <br /> Reduced the frequency of IS_OBH packets due to Blackwood kerbs<br /> IS_OBH is always reported, as before, for movable objects<br /> TYRE contacts no longer report IS_OBH for unmovable objects<br /> BODY contacts also report unmovable objects played in a layout<br /> <br /> Interface :<br /> <br /> New small map view for open configs / car parks / autocross areas<br /> Small map opacity can now be set for light and dark map colours<br /> Improvements on track selection screen using the area maps<br /> <br /> Graphics :<br /> <br /> Shadows are no longer cast updwards or towards the light<br /> Ambient (non-direct) shadow darkness now depends on distance<br /> Skid marks now remain when race restarts (excluding replays)<br /> Increased LOD distances of humans / drivers / marshalls<br /> Skid marks are now visible on unmovable layout objects<br /> <br /> Misc :<br /> <br /> Westhill paths adjusted and regenerated to avoid graphical holes<br /> Autocross paths regenerated and physical hole fixed at skid pad<br /> New text command /lang X to load language (data\language\X.txt)<br /> <br /> Fixes :<br /> <br /> FIX : LFS could crash using /axload with a long layout name<br /> FIX : Traffic lights did not work after texture resolution change<br /> FIX : Message text was faded on entering free view from escape menu<br /> FIX : Removed message "Side mirror - point too central"<br /> == 0.6Q14 == ''- Jan 27, 2017''<br /> <br /> New Blackwood :<br /> <br /> More fixes including some Z buffer issues and LOD distances<br /> <br /> Physics :<br /> <br /> improved collision and tyre rolling on the 3D kerb objects<br /> <br /> Fixes :<br /> <br /> FIX : Removed message "Side mirror - point too central"<br /> == 0.6Q12 == ''- Jan 26, 2017''<br /> <br /> New Blackwood :<br /> <br /> Various fixes for error spotted during testing e.g cracks and holes<br /> Estate now uses two paths for echo maps and hidden object removal<br /> <br /> InSim :<br /> <br /> Reduced the frequency of IS_OBH packets due to blackwood kerbs<br /> IS_OBH is always reported, as before, for movaoble objects<br /> TYRE contacts no longer report IS_OBH for unmovable objects<br /> BODY contacts also report unmovable objects played in a layout<br /> <br /> Fixes :<br /> <br /> FIX : Message text was faded on entering free view from escape menu<br /> == 0.6Q10 == ''- Jan 24, 2017''<br /> <br /> New Blackwood environment :<br /> <br /> - New textures, geometry and detail improvements all around<br /> - New Historic configuration (similar to GP but without chicane)<br /> - New industrial estate area available when open config selected<br /> <br /> Other incompatible changes :<br /> <br /> XRG / XRT / FZ5 maximum steering angle increased to 45 degrees<br /> Spawn position now disables "Could not join : Start is blocked"<br /> Maximum number of layout objects increased to 2100 (was 1800)<br /> == 0.6Q9 == ''- Jan 23, 2017''<br /> <br /> Interface :<br /> <br /> New small map view for open configs / car parks / autocross areas<br /> Small map opacity can now be set for light and dark map colours<br /> Improvements on track selection screen using the area maps<br /> <br /> Graphics :<br /> <br /> Skid marks now remain when race restarts (excluding replays)<br /> Skid marks are now visible on unmovable layout objects<br /> <br /> Misc :<br /> <br /> Westhill paths adjusted and regenerated to avoid graphical holes<br /> Autocross paths regenerated and physical hole fixed at skid pad<br /> == 0.6Q3 == ''- Dec 10, 2016''<br /> <br /> Shadows are no longer cast upwards or towards the light<br /> Ambient (non-direct) shadow darkness now depends on distance<br /> New text command /lang X to load language (data\language\X.txt)<br /> Increased LOD distances of humans / drivers / marshalls<br /> <br /> FIX : LFS could crash using /axload with a long layout name<br /> FIX : Traffic lights did not work after texture resolution change<br /> == 0.6Q == ''- Sep 3, 2016''<br /> <br /> Mirrors :<br /> <br /> Mirrors are now realistic and your own car is visible<br /> A separate viewpoint is used to draw each mirror's view<br /> Minor updates to some car models to improve visibility<br /> Mirrors now use the same LOD setting as the main view<br /> Mirror angle adjustment is now possible (in View Options)<br /> Increased vertical adjustment range for central mirror position<br /> Mirror offset sliders only shown if a car has a central mirror<br /> Added a "Default position" button to restore moved mirrors<br /> Increased virtual mirror width from 0.3 to 0.333<br /> Virtual mirror is now available in follow view<br /> <br /> Graphics :<br /> <br /> Improved detection of nearby objects that should be shadowed<br /> Your car's shadow is now drawn when you are in an internal view<br /> Improved lighting on tyres and drivers (noticeable in dark places)<br /> Corrected downward ambient lighting colour (was too bright)<br /> Slight reduction in near clipping plane distance<br /> <br /> Free view (SHIFT+U mode) :<br /> <br /> Free view is now shown as an option in the Escape Menu<br /> New walk mode which is good for wandering around in VR<br /> <br /> VR :<br /> <br /> Mirrors now use a full stereoscopic image in VR and other 3D modes<br /> Mouse look in free view mode in VR avoids pitch (stays horizontal)<br /> Rift errors "display lost" and "HMD not present" shown as message<br /> <br /> Controllers :<br /> <br /> Exit controller screen warning is not shown for real ESC key press<br /> FF device is automatically assigned (if two or more are connected)<br /> A single controller can now be selected (if two or more connected)<br /> LFS tries to move force feedback wheel to centre when car is reset<br /> Button and axis numbers now start at 1 (affects /button and /axis)<br /> Assigned arrow keys work better (e.g. movement in free view mode)<br /> <br /> Force feedback steering wheel turn limitation :<br /> <br /> In your wheel settings use a large turn amount e.g. 900 degrees<br /> In LFS Options - Controls set "Wheel turn" slider to match that<br /> In LFS Options - Controls set "Wheel turn compensation" to 1.00<br /> You should now find your wheel is correctly limited in all cars<br /> <br /> Misc :<br /> <br /> Increased UDP send buffer size from 12KB to 32KB<br /> You can now select a specific audio device in Audio Options screen<br /> D3DCompiler_43.dll and D3DX9_43.dll are now supplied in dll folder<br /> The card_cfg.txt file is no longer used - options moved to cfg.txt<br /> Mirror adjustment and other view settings change with driver side<br /> New text command /horn X to set horn type (X = 1 to 5)<br /> <br /> Translations :<br /> <br /> Most translations updated. Thank you translators!<br /> <br /> Fixes :<br /> <br /> Unassigned controls regained default key or button on restart<br /> Added checks to avoid a crash in LFS after a graphics driver error<br /> == 0.6P9 == ''- Sep 3, 2016''<br /> <br /> Mirrors :<br /> <br /> Mirror offset sliders only shown if a car has an interior mirror<br /> <br /> Graphics :<br /> <br /> Improved detection of nearby objects that should be shadowed<br /> <br /> Fixes :<br /> <br /> Unassigned controls regained default key or button on restart<br /> == 0.6P8 == ''- Sep 2, 2016''<br /> <br /> Mirrors :<br /> <br /> Increased resolution of mirror texture<br /> Accurate view frustum for object culling in mirrors<br /> Increased virtual mirror width from 0.3 to 0.333<br /> <br /> Graphics :<br /> <br /> Improved lighting on tyres and drivers - noticeable in dark places<br /> Smoothed downward ambient lighting colour to avoid flickering<br /> <br /> Misc :<br /> <br /> New text command /horn X to set horn type (X = 1 to 5)<br /> <br /> Fixes :<br /> <br /> Your own car's shadow was not visible in the mirrors<br /> == 0.6P7 == ''- Aug 31, 2016''<br /> <br /> Mirrors :<br /> <br /> Mirror adjustment and other view settings change with driver side<br /> Reduced mirror up/down adjustment range to 20 degrees each way<br /> <br /> Graphics :<br /> <br /> Car shadow is now drawn when you are in an internal view<br /> <br /> Fixes :<br /> <br /> Mirror views could become corrupted when the car was damaged<br /> Extreme adjustment of one mirror could corrupt other mirror views<br /> Added checks to avoid a crash in LFS after a graphics driver error<br /> <br /> Misc :<br /> <br /> More translation updates - thank you translators<br /> == 0.6P6 == ''- Aug 26, 2016''<br /> <br /> Mirrors :<br /> <br /> Increased vertical adjustment range for central mirror position<br /> Added a "Default position" button to restore moved mirrors<br /> Improved shape of interior mirror for XR road cars<br /> <br /> Fixes :<br /> <br /> Audio devices were sometimes displayed using the wrong code page<br /> <br /> Misc :<br /> <br /> Various translations updated - thank you translators<br /> == 0.6P5 == ''- Aug 25, 2016''<br /> <br /> Mirrors :<br /> <br /> Adjustment values are now displayed and can be typed in<br /> Additional translation strings for left and right mirrors<br /> <br /> Fixes :<br /> <br /> Objects could disappear with extreme up or down mirror adjustment<br /> == 0.6P4 == ''- Aug 23, 2016''<br /> <br /> Mirrors :<br /> <br /> Mirror adjustment is now possible (in View Options)<br /> <br /> Fixes :<br /> <br /> Raceabout passenger seated positions were missing<br /> Various steering animations included some unwanted leg movement<br /> Internal mirror setting was overwritten by external setting on load<br /> Helmet in mirror no longer moves with view when using a custom view<br /> == 0.6P3 == ''- Aug 19, 2016''<br /> <br /> Mirrors :<br /> <br /> Mirrors are now realistic and include your own car in the image<br /> A separate viewpoint is used to draw each mirror's view<br /> Minor updates to some car models to improve visibility<br /> Mirrors now use the same LOD setting as the main view<br /> Virtual mirror is now available in follow view<br /> <br /> VR :<br /> <br /> Mirrors now use a full 3D view<br /> <br /> Minor graphical updates :<br /> <br /> Corrected downward ambient lighting colour (was too bright)<br /> Slight reduction in near clipping plane distance<br /> <br /> Multiplayer :<br /> <br /> Increased UDP send buffer size from 12KB to 32KB<br /> == 0.6P2 == ''- Jun 17, 2016''<br /> <br /> Free view (SHIFT+U mode) :<br /> <br /> Free view is now shown as an option in the Escape Menu<br /> New walk mode which is good for wandering around in VR<br /> <br /> Controllers :<br /> <br /> Exit controller screen warning is not shown for real ESC key press<br /> FF device is automatically assigned (if two or more are connected)<br /> A single controller can now be selected (if two or more connected)<br /> LFS tries to move force feedback wheel to centre when car is reset<br /> Button and axis numbers now start at 1 (affects /button and /axis)<br /> Assigned arrow keys work better (e.g. movement in free view mode)<br /> <br /> Force feedback steering wheel turn limitation :<br /> <br /> In your wheel settings use a large turn amount e.g. 900 degrees<br /> In LFS Options - Controls set "Wheel turn" slider to match that<br /> In LFS Options - Controls set "Wheel turn compensation" to 1.00<br /> You should now find your wheel is correctly limited in all cars<br /> <br /> VR :<br /> <br /> Mouse look in free view mode in VR avoids pitch (stays horizontal)<br /> Rift errors "display lost" and "HMD not present" shown as message<br /> <br /> Misc :<br /> <br /> You can now select a specific audio device in Audio Options screen<br /> D3DCompiler_43.dll and D3DX9_43.dll are now supplied in dll folder<br /> The card_cfg.txt file is no longer used - options moved to cfg.txt<br /> == 0.6P == ''- Apr 16, 2016''<br /> <br /> Translations :<br /> <br /> Many translations updated. Thank you translators!<br /> <br /> VR :<br /> <br /> Support for Oculus Rift CV1 and DK2 using the new 1.3 software<br /> Default HUD field of view is now 70 degrees / HUD distance 0.5m<br /> Improved appearance of top row (ESC / F keys) of virtual keyboard<br /> Rift remote can be used for click / escape / virtual keyboard<br /> IPD slider movement is now detected and a message displayed<br /> Auto-updater is avoided in VR mode (shows helpful options)<br /> Intro replay is avoided if LFS is started in VR mode<br /> OpenVR support updated to 0.9.19<br /> <br /> Controllers :<br /> <br /> Controllers may be plugged in and detected after LFS is started<br /> Refresh button to detect controllers in Options - Controls screen<br /> Controllers are now sorted (not dependent on order of connection)<br /> Separate controller type settings for with or without controllers<br /> Automatic axis and button assignment for various game controllers<br /> Automatically set Clutch setting to axis if wheel has clutch pedal<br /> Automatic preset is now attempted on first of multiple controllers<br /> Controller screen in game now shows correct pedals and steer gauge<br /> New joystick look mode using two axes to control look direction<br /> Arrow keys can now be assigned to wheel buttons (default D-pad)<br /> Default 900 degrees turn for Logitech G25 / G27 / Driving Force<br /> Attempted reasonable presets for Thrustmaster and DFGT wheels<br /> A scroll bar appears if there are more than 16 available axes<br /> Warning when you press ESC to exit controller setup screen<br /> Removed axis calibration system that had various problems<br /> You can now type in the active range of an axis function<br /> Typed range can exceed input range to reduce axis effect<br /> Look Roll axis function now has a full 360 degree range<br /> Button functions are now easier to see when in car<br /> <br /> Fixes :<br /> <br /> Axis names were previously displayed wrongly in Options - Controls<br /> It was possible to enter a state where chat box could not be opened<br /> == 0.6N7 == ''- Apr 15, 2016''<br /> <br /> Translations :<br /> <br /> Many translations updated. Thank you translators!<br /> <br /> VR :<br /> <br /> Default HUD field of view is now 70 degrees / HUD distance 0.5m<br /> Improved centralisation of one-eye monitor view on desktop window<br /> Auto-updater is avoided in VR mode and helpful options are offered<br /> Crosshairs are always visible when watching a training replay<br /> == 0.6N6 == ''-Apr 14, 2016''<br /> <br /> VR :<br /> <br /> Fixed an error in calculation of Rift's vertical FOV<br /> The intro replay is avoided if LFS is started in VR mode<br /> LFS now pauses and hides crosshairs when Rift focus is lost<br /> OpenVR support updated to 0.9.19<br /> <br /> Controllers :<br /> <br /> RGT wheel should now be identified as a Thrustmaster<br /> <br /> Misc :<br /> <br /> Added left and right arrows to the "Look function" option<br /> Music in setup screens is no longer enabled by default<br /> == 0.6N4 == ''- Apr 13, 2016''<br /> <br /> Controllers :<br /> <br /> Controllers with 5 axes now default to combined brake / throttle<br /> Combined brake / throttle axis now defaults to correct direction<br /> Automatically set Clutch setting to axis if wheel has clutch pedal<br /> Automatic preset is now attempted on first of multiple controllers<br /> Controller screen in game now shows correct pedals and steer gauge<br /> New joystick look mode using two axes to control look direction<br /> Arrow keys can now be assigned to wheel buttons (default D-pad)<br /> Default 900 degrees turn for Logitech G25 / G27 / Driving Force<br /> Attempted reasonable presets for Thrustmaster and DFGT wheels<br /> A scroll bar appears if there are more than 16 available axes<br /> Removed axis calibration system that had various problems<br /> You can now type in the active range of an axis function<br /> Typed range can exceed input range to reduce axis effect<br /> Look Roll axis function now has a full 360 degree range<br /> == 0.6N3 == ''- Apr 7, 2016''<br /> <br /> VR :<br /> <br /> Rift headphones are now used for sound output (default setting)<br /> Rift remote can now be used for click / escape / virtual keyboard<br /> Improved appearance of top row (ESC / F keys) of virtual keyboard<br /> <br /> Controllers :<br /> <br /> Controllers may now be plugged in and detected after LFS is started<br /> Refresh button to detect controllers in Options - Controls screen<br /> Controllers are now sorted (not dependent on order of connection)<br /> Separate controller type setting for with / without controllers<br /> Automatic controls assignment for various game controllers<br /> Warning when you press ESC to exit controller setup screen<br /> Button functions are now easier to see when in car<br /> <br /> Fixes :<br /> <br /> Axis names were previously displayed wrongly in Options - Controls<br /> It was possible to enter a state where chat box could not be opened<br /> == 0.6N2 == ''- Apr 2, 2016''<br /> <br /> VR :<br /> <br /> New LFSRiftVR DLL supports Oculus 1.3 software<br /> IPD slider movement is now detected and message displayed<br /> Now correctly handles CV1's different up and down FOV values<br /> User can now cause LFS to exit through the Oculus software<br /> == 0.6N == ''- Mar 24, 2016''<br /> <br /> Translations :<br /> <br /> Most translations updated. Thank you translators!<br /> <br /> VR :<br /> <br /> Look and click (with space or button) can be used instead of mouse<br /> A virtual keyboard is displayed in VR mode above text entry dialog<br /> Toggle virtual keyboard with a controller button or backspace key<br /> Talk function (T) and ESC can now be assigned to wheel buttons<br /> OpenVR SDK now 0.9.17 and supports live IPD adjustment (Vive)<br /> Removed interface aspect ratio 1:1 and added 14:9 (default)<br /> New click and type buttons in place of some slider bars<br /> <br /> Multiplayer :<br /> <br /> New Demo filter at bottom of List of Hosts screen<br /> Reduced remote car steering wobble each time a packet is received<br /> Smoothed steering / brake / throttle inputs in multiplayer replays<br /> MPR smoothing is disabled by switching on network debug (SHIFT+F8)<br /> Passwords hidden on Start New Host and Join Specific Host screens<br /> <br /> Raceabout in front of Westhill pits Siren sound :<br /> <br /> Start local car siren with command /siren=off/fast/slow<br /> Allowed (on cars with a horn) only if user is allowed by host<br /> Allow a multiplayer guest to use siren : /cansiren username 1<br /> <br /> Audio :<br /> <br /> More accurate horn (and flash) with shorter transmission delay<br /> Reduced the minimum volume to play a sound (can hear further away)<br /> Added doppler effect to all car sounds that didn't have it already<br /> Removed doppler effect resulting from SHIFT+U mode camera velocity<br /> Updated commands.txt with commands /cansiren /siren /ujoin /uai<br /> <br /> Training lessons :<br /> <br /> Previous and best times are shown during the lesson replay<br /> SHIFT+R now restarts the lesson without returning to instructions<br /> SHIFT+X exits from replay or lesson back to the instructions screen<br /> Press 1 to watch or restart replay without finishing the lesson<br /> ESC once starts the replay / another time to exit lesson<br /> <br /> Formula XR racing at Rockingham Lesson editor :<br /> <br /> Reverse and open configurations may now be selected<br /> Lesson image filename no longer needs to start with zzz_<br /> Image does not need to be square (but is still shown in a square)<br /> On entry to lesson editor the current track and config are selected<br /> You can now select the lighting (weather) for a lesson<br /> <br /> InSim :<br /> <br /> New ISS state flags to notify if local PC is in dialog / text entry<br /> New packet SMALL_LCS - set local car switches (lights, horn, siren)<br /> <br /> Misc :<br /> <br /> Input and sound are now enabled by default when LFS is not focussed<br /> Mouse click on demo exit screen now exits LFS or opens www.lfs.net<br /> Layout editor now allows unmovable objects to intersect<br /> <br /> Fixes :<br /> <br /> Out-of-path start warning incorrectly showed local player name<br /> Dedicated server did not search for path after out-of-path start<br /> Non-dedicated server could crash if guest driver drove off track<br /> Possible crash if a shadowed object near a paused car was deleted<br /> Possible crash if texture resolution changed while generating<br /> Alt Gr key + number could cause text colour to change<br /> == 0.6M9 == ''- Mar 23, 2016''<br /> <br /> More translation updates! Thank you translators! Smile<br /> <br /> Audio :<br /> <br /> Reduced the minimum volume to play a sound (can hear further away)<br /> Added doppler effect to all car sounds that didn't have it already<br /> Removed doppler effect resulting from SHIFT+U mode camera velocity<br /> Updated commands.txt with commands /cansiren /siren /ujoin /uai<br /> <br /> Siren sound :<br /> <br /> Command /cansiren now works on players that have not joined race<br /> Command /cansiren username 0 now switches off username's siren<br /> <br /> Fix :<br /> <br /> Fixed a recently introduced bug in the /key and /button commands<br /> == 0.6M8 == ''- Mar 22, 2016''<br /> <br /> More translation updates, thank you translators<br /> <br /> Multiplayer :<br /> <br /> More accurate horn and flash with shorter transmission delay<br /> <br /> Siren sound :<br /> <br /> Text command /siren=off/fast/slow<br /> Only allowed on cars with a horn and if allowed by host<br /> Allow a multiplayer guest to use siren : /cansiren username 1<br /> <br /> InSim :<br /> <br /> New ISS state flags to notify if local PC is in dialog / text entry<br /> New packet SMALL_LCS - set local car switches (lights, horn, siren)<br /> == 0.6M7 == ''- Mar 19, 2016''<br /> <br /> More translation updates, thanks to translators<br /> <br /> VR :<br /> <br /> Crosshairs auto-hide in game when buttons visible (e.g. N or InSim)<br /> <br /> Virtual keyboard :<br /> <br /> Added Serbian / Croatian / Slovenian keyboard (QWERTZ)<br /> Added Slovak, Turkish, Bulgarian and Romanian keyboards<br /> == 0.6M6 == ''- Mar 18, 2016''<br /> <br /> Multiplayer :<br /> <br /> New Demo filter at bottom of List of Hosts screen<br /> <br /> Virtual keyboard :<br /> <br /> Czech and Hungarian keyboard layouts are now supported<br /> Mouse button function (e.g. throttle) disabled if clicking keyboard<br /> <br /> Look and click :<br /> <br /> Crosshairs did not work with vertical scroll bar<br /> == 0.6M5 == ''- Mar 18, 2016''<br /> <br /> Virtual keyboard :<br /> <br /> Can now operate assigned keys - Speed Limiter, Reset, etc.<br /> Most Latin keyboards and Greek and Cyrillic are now supported<br /> The key to toggle the keyboard is now backspace (or controller)<br /> Virtual keyboard is now drawn in front of overlapping buttons<br /> Shift and Alt Gr keys now affect the characters on keyboard<br /> Dead keys (for diacritics / accents) are displayed in red<br /> Virtual keyboard position moved above text entry dialog<br /> <br /> VR :<br /> <br /> Crosshairs can now go past the interface edge and fade out<br /> Talk function (T key) can now be assigned to a wheel button<br /> <br /> Fixes :<br /> <br /> LFS could crash if interrupted while generating track<br /> The Alt Gr key + a number could cause the text colour to change<br /> Simultaneous Left + Right view keys were not working properly<br /> == 0.6M3 == ''- Mar 12, 2016''<br /> <br /> VR :<br /> <br /> Look and click (with space or button) can be used instead of mouse<br /> OpenVR SDK now 0.9.17 and supports live IPD adjustment (Vive Pre)<br /> Removed interface aspect ratio 1:1 and added 14:9 (default)<br /> New click and type buttons in place of some slider bars<br /> <br /> Virtual keyboard :<br /> <br /> Automatically displayed in VR mode below text entry dialog<br /> Can be toggled by controller button or backslash key (VK_OEM_5)<br /> <br /> Misc :<br /> <br /> Input and sound are now enabled by default when LFS is not focussed<br /> Mouse click on demo exit screen now exits LFS or opens www.lfs.net<br /> <br /> Fixes :<br /> <br /> Out-of-path start warning incorrectly showed local player name<br /> Dedicated server did not search for path after out-of-path start<br /> Non-dedicated server could crash if guest driver drove off track<br /> == 0.6M2 == ''- Feb 23, 2016''<br /> <br /> Multiplayer :<br /> <br /> Reduced steering wobble each time a position packet is received<br /> Smoothed steering / brake / throttle inputs in multiplayer replays<br /> MPR smoothing is disabled by switching on network debug (SHIFT+F8)<br /> Passwords hidden on Start New Host and Join Specific Host screens<br /> <br /> Training lessons :<br /> <br /> Previous and best times are shown during the lesson replay<br /> SHIFT+R now restarts the lesson without returning to instructions<br /> SHIFT+X exits from replay or lesson back to the instructions screen<br /> Press 1 to watch or restart replay without finishing the lesson<br /> ESC once starts the replay / another time to exit lesson<br /> <br /> Lesson editor :<br /> <br /> Reverse and open configurations may now be selected<br /> Lesson image filename no longer needs to start with zzz_<br /> Image does not need to be square (but is still shown in a square)<br /> On entry to lesson editor the current track and config are selected<br /> You can now select the lighting (weather) for a lesson<br /> <br /> Misc :<br /> <br /> Layout editor now allows unmovable objects to intersect<br /> <br /> Fixes :<br /> <br /> LFS could crash if a shadowed object near a paused car was deleted<br /> == 0.6M == ''- Feb 13, 2016''<br /> <br /> Rockingham :<br /> <br /> The Rockingham track is updated with fixes and improvements<br /> <br /> Interface :<br /> <br /> Translations updated - thank you translators!<br /> LFS can now restart in a window on a side monitor as expected<br /> Option "Input when window is inactive" keeps controllers working<br /> New button on game setup screen to clear start grid with one click<br /> New arrows to move grid positions - removed "swap position" button<br /> Hold CTRL+SHIFT to show viewed car's player name beside time / fps<br /> User interface elements should now be perfectly aligned with screen<br /> Moved ABS option in car setup above the Traction Control option<br /> Lap number is no longer shown if lap timing is not available<br /> Text command /setlap now works in practice and qualifying<br /> New admin commands /ujoin username and /uai username<br /> <br /> Track day at Rockingham<br /> Borderless window system :<br /> <br /> New SHIFT+key functions are displayed on right of Screen Options<br /> Borderless modes allow ALT+TAB to other programs without minimising<br /> Multiple monitor support is greatly improved by a borderless window<br /> New command /window min/max/monitor/virtual (no parameter=restore)<br /> Full screen vertical sync option affects borderless window modes<br /> F9 to F12 keys now toggle between their mode and a window<br /> <br /> Multiplayer :<br /> <br /> Add to grid buttons for admins beside names in list of connections<br /> Rare MP bug could cause LFS to enter world before track was loaded<br /> TCP position packets option now also sends TCP packets to host<br /> <br /> Layout editor :<br /> <br /> You can now set an identifier for a start lights object<br /> Temporary start lights (in layout editor) middle light is now amber<br /> InSim checkpoints and circles can be placed in the autocross editor<br /> New button "place on ground" to restore ground check to objects<br /> Maximum number of autocross circles increased from 150 to 180<br /> Multiple object selection is now available in marshall mode<br /> <br /> Simultaneous races on one host - an InSim application developed by the community<br /> InSim :<br /> <br /> INSIM_VERSION increased to 7 to support new incompatible packets<br /> Backward compatibility system - send INSIM_VERSION in the IS_ISI<br /> New join request system if ISF_REQ_JOIN is set - see InSim.txt<br /> New system to reset a car at a location with or without repair<br /> Packet IS_CSC to report changes in car state (start or stop)<br /> Zbyte added to CarContObject structure to report car's altitude<br /> Zbyte added to IS_OBH so the layout object can be identified<br /> IS_MSO / IS_III / IS_ACR message out packets now have variable size<br /> IS_BFN can now be used to delete a range of buttons with one packet<br /> New packet IS_OCO can be used to override some or all start lights<br /> New IS_AXM option PMO_SELECTION to set the layout editor selection<br /> Added TTC_SEL to request an IS_AXM with layout editor selection<br /> Added TINY_AXM to request IS_AXM packets for the entire layout<br /> IS_SSH documentation updated as it is no longer only for bmp files<br /> New packet IS_UCO sends info about InSim checkpoints and circles<br /> New packet IS_SLC reports a connection's currently selected car<br /> Packet TINY_SLC to request an IS_SLC for all connections<br /> Added TINY_ALC and SMALL_ALC to get and set allowed cars<br /> <br /> VR :<br /> <br /> LFSRiftVR.dll updated to use Oculus SDK 0.8<br /> LFSOpenVR.dll updated to use OpenVR SDK 0.9.15<br /> Warning if Rift headset is opened using the OpenVR system<br /> Text command /rift changed to /vr (but /rift still works)<br /> New parameters for the /vr command : /vr=rift and /vr=openvr <br /> <br /> Hotlapping :<br /> <br /> Traction control can no longer be switched on if disabled in setup<br /> Handbrake can no longer be used in single seater cars while moving<br /> In hotlapping mode there is a new HLVC check for cutting cornerS<br /> Corner cutting HLVC check is also reported in InSim IS_HLV<br /> <br /> Misc :<br /> <br /> AI drivers can now drive in low wind (but not high)<br /> View shift maximum settings increased to 0.1 m per g<br /> A warning is now shown if a car starts outside the path<br /> If car starts outside path it will keep searching to find the path<br /> Hidden object removal is disabled when car is high above the track<br /> No longer stored in message history : /press /ctrl /shift /alt<br /> <br /> Fixes :<br /> <br /> AI path drive limits were wrong at one corner of Kyoto National<br /> Controls Options - buttons were not displayed under Shifter tab<br /> Colour adjusters looked wrong in Interface and Display options<br /> The text "S3" is now correctly sent in the InSim IS_VER packet<br /> InSim IS_HLV packet no longer reports car contacts as wall hits<br /> Floating text above a lagging car was drawn without transparency<br /> One button look amount was doubled in axis, mouse and TrackIR look<br /> The /track and /ws commands now accept double digit config numbers<br /> Tracks file for /tracks command now works with double digit configs<br /> Blank number plate on joining race after watching an instant replay<br /> == 0.6K26 == ''- Feb 12, 2016''<br /> <br /> Translations :<br /> <br /> More translation updates. Thank you again translators!<br /> <br /> Paths :<br /> <br /> If car starts outside path it will keep searching to find the path<br /> <br /> InSim :<br /> <br /> Pit speed limiter now switched off if car is moved out of pit lane<br /> == 0.6K25 == ''- Feb 12, 2016''<br /> <br /> Interface :<br /> <br /> Lap number is no longer shown if lap timing is not available<br /> == 0.6K24 == ''- Feb 12, 2016''<br /> <br /> Translations :<br /> <br /> More translation updates. Thank you translators!<br /> <br /> Interface :<br /> <br /> Text command /setlap now works in practice and qualifying<br /> <br /> InSim :<br /> <br /> Packet IS_CSC to report changes in car state (start or stop)<br /> Zbyte added to CarContObject structure to report car's altitude<br /> Avoiding sending IS_SLC packets to old version InSim guests<br /> == 0.6K23 == ''- Feb 11, 2016''<br /> <br /> Incompatible version - Rockingham update including Sunset lighting<br /> == 0.6K22 == ''- Feb 11, 2016''<br /> <br /> Layout editor :<br /> <br /> Temporary start lights (in layout editor) middle light is now amber<br /> <br /> Interface :<br /> <br /> Message "Connection has no car selected" info adding remote driver<br /> <br /> InSim :<br /> <br /> New packet IS_SLC reports a connection's currently selected car<br /> Packet TINY_SLC to request an IS_SLC for all connections<br /> <br /> Fixes :<br /> <br /> Racing car spawned outside pit lane had speed limiter enabled<br /> == 0.6K21 == ''- Feb 10, 2016''<br /> <br /> InSim :<br /> <br /> Changed TINY_SEL to more useful TTC_SEL to get a connection's selection<br /> Similarly IS_AXM with PMO_SELECTION can set a connection's selection<br /> Overridden start lights states are now sent to joining players<br /> == 0.6K20 == ''- Feb 9, 2016''<br /> <br /> Layout editor :<br /> <br /> You can now set an identifier for a start lights object<br /> <br /> InSim :<br /> <br /> IS_SSH documentation updated as it is no longer only for bmp files<br /> New packet IS_OCO can be used to override some or all start lights<br /> == 0.6K19 == ''- Feb 8, 2016''<br /> <br /> A car moved by an IS_JRR packet now has the handbrake applied<br /> Extra check for intersecting multiple circles when adjusting width<br /> Can now set multiple marshall stand positions / checkpoint indices<br /> == 0.6K18 == ''- Feb 8, 2016''<br /> <br /> Layout editor :<br /> <br /> New button "place on ground" to place objects on ground<br /> You can now adjust the width / radius of multiple circles<br /> <br /> InSim :<br /> <br /> Added TINY_SEL to request an IS_AXM with layout editor selection<br /> New value PMO_REQUESTED renamed to PMO_TINY_AXM for consistency<br /> New IS_AXM option PMO_SELECTION to set the current editor selection<br /> == 0.6K17 == ''- Feb 7, 2016''<br /> <br /> InSim :<br /> <br /> Added TINY_AXM to request IS_AXM packets for the entire layout<br /> == 0.6K16 == ''- Feb 7, 2016''<br /> <br /> Fixes :<br /> <br /> Moving some similar multiple objects caused an infinite loop<br /> Indices automatically assigned to new objects were not shown<br /> == 0.6K14 == ''- Feb 6, 2016''<br /> <br /> Layout editor :<br /> <br /> Multiple object selection is now available in marshall mode<br /> <br /> Fixes :<br /> <br /> Quick repeat moving checkpoints in multiplayer caused duplication<br /> == 0.6K12 == ''- Feb 3, 2016''<br /> <br /> InSim :<br /> <br /> INSIM_VERSION increased to 7 to support new incompatible packets<br /> Backward compatibility system - send INSIM_VERSION in the IS_ISI<br /> Added TINY_ALC and SMALL_ALC to get and set allowed cars<br /> <br /> Misc :<br /> <br /> No longer stored in message history : /press /ctrl /shift /alt<br /> <br /> Fixes :<br /> <br /> FF was not initialised when "Input when window is inactive" was set<br /> == 0.6K11 == ''- Feb 2, 2016''<br /> <br /> InSim :<br /> <br /> IS_MSO / IS_III / IS_ACR message out packets now have variable size<br /> IS_BFN can now be used to delete a range of buttons with one packet<br /> In game spectate then SHIFT+P and type /join - message is now shown<br /> <br /> Start grid controls :<br /> <br /> Start grid clear button is now available in multiplayer for admins<br /> Add to grid buttons for admins beside names in list of connections<br /> New arrows to move grid positions - removed "swap position" button<br /> <br /> Fixes :<br /> <br /> Player with car in game leaving pits no longer sends a join request<br /> In 0.6K10 the IS_MTC Msg To Connection with UCID 255 did not work<br /> == 0.6K10 == ''- Jan 29, 2016''<br /> <br /> InSim :<br /> <br /> New join request system if ISF_REQ_JOIN is set - see InSim.txt<br /> New system to reset a car at a location with or without repair<br /> New admin commands /ujoin username and /uai username<br /> == 0.6K9 == ''- Jan 27, 2016''<br /> <br /> Rockingham :<br /> <br /> The Rockingham track is updated with fixes and improvements<br /> == 0.6K8 == ''- Jan 26, 2016''<br /> <br /> Misc :<br /> <br /> Moved ABS option in car setup above the Traction Control option<br /> TCP position packets option now also sends TCP packets to host<br /> <br /> Borderless window system :<br /> <br /> Cleaner switch between (borderless) windowed and full screen modes<br /> Full screen vertical sync option now affects borderless window mode<br /> <br /> VR :<br /> <br /> Warning if Rift headset is opened using the OpenVR system<br /> Text command /rift changed to /vr (but /rift still works)<br /> New parameters for the /vr command : /vr=rift and /vr=openvr<br /> <br /> Fixes :<br /> <br /> User interface elements should now be perfectly aligned with screen<br /> Rare MP bug could cause LFS to enter world before track was loaded<br /> AI path drive limits were wrong at one corner of Kyoto National<br /> == 0.6K7 == ''- Jan 21, 2016''<br /> <br /> Rockingham :<br /> <br /> The Rockingham track is updated with fixes and improvements<br /> <br /> Misc :<br /> <br /> Most translations have been updated - thank you translators<br /> Borderless window modes are now restored on restarting LFS<br /> F9 to F12 keys now toggle between their mode and a window<br /> <br /> Fixes :<br /> <br /> LFS sometimes selected a low resolution when updating to 0.6K6<br /> The SHIFT+F9 key assignment defaulted to "unknown" screen mode<br /> Controls Options - buttons were not displayed under Shifter tab<br /> == 0.6K6 == ''- Jan 19, 2016''<br /> <br /> Borderless Window full screen mode system :<br /> <br /> New SHIFT+key functions are displayed on right of Screen Options<br /> Borderless modes allow ALT+TAB to other programs without minimising<br /> Multiple monitor support is greatly improved by a borderless window<br /> New command /window min/max/monitor/virtual (no parameter=restore)<br /> <br /> Misc :<br /> <br /> AI drivers can now drive in low wind (but not high)<br /> View shift maximum settings increased to 0.1 m per g<br /> <br /> Fixes :<br /> <br /> InSim IS_HLV packet no longer reports car contacts as wall hits<br /> == 0.6K5 == ''- Jan 14, 2016''<br /> <br /> LFS can now restart in a window on a side monitor as expected<br /> Option "Input when window is inactive" keeps controllers working<br /> <br /> VR :<br /> LFSRiftVR.dll updated to use Oculus SDK 0.8<br /> LFSOpenVR.dll updated to use OpenVR SDK 0.9.14<br /> == 0.6K4 == ''- Jan 11, 2016''<br /> <br /> Fixes :<br /> Command line command /adminslots was broken in K2 and K3<br /> Remote cars caused handbrake warning spam when leaving pits<br /> A warning is now shown if a car starts in a point outside the path<br /> One button look amount was doubled in axis, mouse and TrackIR look<br /> Blank number plate on joining race after watching an instant replay<br /> == 0.6K3 == ''- Jan 9, 2016''<br /> <br /> New button on game setup screen to clear single player start grid<br /> Hold CTRL+SHIFT to show viewed car's player name beside time / fps<br /> Hidden object removal is disabled when car is high above the track<br /> Traction control can no longer be switched on if disabled in setup<br /> Handbrake can no longer be used in single seater cars while moving<br /> <br /> Fixes :<br /> Colour adjusters looked wrong in Interface and Display options<br /> Floating text above a lagging car was drawn without transparency<br /> == 0.6K2 == ''- Dec 30, 2015''<br /> <br /> In hotlapping mode there is a new HLVC check for cutting corners<br /> Corner cutting HLVC check is also reported in InSim IS_HLV<br /> <br /> Fixes :<br /> The /track and /ws commands now accept double digit config numbers<br /> Tracks file for /tracks command now works with double digit configs<br /> The text "S3" is now correctly sent in the InSim IS_VER packet<br /> Fixed a small bug related to highlights in cfg.txt<br /> == 0.6K == ''- Dec 19, 2015''<br /> <br /> New Track :<br /> <br /> Rockingham race track is now included - S3 license required<br /> <br /> AI :<br /> <br /> Now avoid ramming other cars when in the pit lane or lap of honour<br /> Max drivers in single player increased to 24 (online max still 40)<br /> <br /> Graphics :<br /> <br /> New reflections system and shaders for cars and buildings<br /> Nearby objects are visible in new dynamic reflections on cars<br /> Option to set number of dynamic reflections in main view and mirror<br /> Misc option to enable a programmable post-processing shader<br /> <br /> Misc :<br /> <br /> New command /rsh to reload shaders (e.g. after editing externally)<br /> Maximum number of controllers increased to 10 (was previously 8)<br /> <br /> VR :<br /> <br /> HTC Vive headset is now supported through OpenVR<br /> Oculus Rift support now requires runtime 0.7 or later<br /> Improved dialog sequence after any error entering VR mode<br /> <br /> Training lesson editor :<br /> <br /> SHIFT+T on main entry screen to access lesson editor or list editor<br /> Layouts for lessons must be copied from layout to training folder<br /> SHIFT+T on training screen to view and test newly added lessons<br /> <br /> Fixes :<br /> <br /> Improved validity check when loading car colour settings<br /> Alpha sorting issue on bricks at base of a South City building<br /> AI could go wrong when entering BL pit lane for a pit stop<br /> AI driver names can no longer be blank<br /> == 0.6J5 == ''- Dec 18, 2015''<br /> <br /> AI :<br /> Now avoid ramming other cars when in the pit lane or lap of honour<br /> FIX : Could go wrong when entering BL pit lane for a pit stop<br /> == 0.6J4 == ''- Dec 17, 2015''<br /> <br /> Fixes :<br /> Render target problem in HTC Vive when changing tracks<br /> AI driver names can no longer be blank<br /> <br /> Misc :<br /> Max drivers in single player increased to 24 (online max still 40)<br /> == 0.6J3 == ''- Dec 11, 2015''<br /> <br /> Fixes :<br /> Alpha Test textures on cars did not have transparency<br /> LFS could crash on joining server with maximum autocross objects<br /> LFS could get into a bad state after starting a corrupted MPR file<br /> Smoothing groups error made back of South City cinema too dark<br /> Alpha sorting issue on bricks at base of a South City building<br /> <br /> VR :<br /> Improved dialog sequence after any error trying to enter VR mode<br /> <br /> Training lesson editor :<br /> Enabled the H key (message history toggle) in the training editors<br /> Added checks to make sure the layout and config number are valid<br /> <br /> Misc :<br /> More updated translations - thank you translators<br /> == 0.6J2 == ''- Dec 3, 2015''<br /> <br /> Graphics :<br /> New reflections system and shaders for cars and buildings<br /> Nearby objects are visible in new dynamic reflections on cars<br /> Option to set number of dynamic reflections in main and mirror view<br /> Misc option to enable a programmable post-processing shader<br /> <br /> Misc :<br /> New command /rsh to reload shaders (e.g. after editing externally)<br /> Maximum number of controllers increased to 10 (was previously 8)<br /> Updated translations - thank you translators<br /> <br /> VR :<br /> HTC Vive headset is now supported through OpenVR<br /> Oculus Rift support now requires runtime 0.7 or later<br /> <br /> Training lesson editor :<br /> SHIFT+T on main entry screen to access lesson editor or list editor<br /> Layouts for lessons must be copied from layout to training folder<br /> SHIFT+T on training screen to view and test newly added lessons<br /> <br /> Fixes :<br /> Improved validity check when loading car colour settings<br /> == 0.6J == ''- Aug 15, 2015''<br /> <br /> Optimisations :<br/> Static vertex buffers reorganised to reduce DirectX instructions<br/> Frames buffered (default 1) to allow next frame to start rendering<br/> More efficient car distance sorting system for sound and graphics<br/> Dynamic vertex buffers now set to use hardware vertex processing<br/> Better frame rate in places where many objects may be visible<br/> <br/> Graphics :<br/> Sky texture is now drawn in mirrors<br/> Layout editor object selection buttons are sorted by distance<br/> Z-buffer depth setting can now be changed without restarting LFS<br/> Mirror now uses 24 bit Z buffer if Z buffer setting is more than 16<br/> <br/> Frame rate limitation system :<br/> Frame rate limitation system is now accurate and has better values<br/> New frame info display shows sleep / physics updates / gpu waiting<br/> Now using an event query instead of a lock for input lag prevention<br/> Minimum sleep setting changed to "Sleep every frame" (yes / no)<br/> <br/> Misc :<br/> Now using Direct3D 9Ex if available (Windows Vista and later)<br/> Reduced glitch when autocross objects are optimised (e.g. on load)<br/> Reduced min / max values for "Sound lag" setting - default now 0.08<br/> New Audio Option "Sound when window is inactive" (off / on)<br/> <br/> 3D view modes :<br/> Added a 3D level slider option to adjust monitor-based 3D views<br/> Reduced CPU / GPU usage by sharing scene preparation for both eyes<br/> <br/> Oculus Rift :<br/> Now using Oculus SDK version 0.6.0.1 which includes timewarp<br/> You can now enter and leave Rift mode without restarting LFS<br/> Smooth display (if you do not use SLI or force vertical sync)<br/> Monitor window view options : blank / one eye / two eyes<br/> <br/> Oculus Rift compatibility mode :<br/> For users who cannot use the Oculus 0.6 runtime, you can still use<br/> the 0.5 runtime. Simply rename the ORDIRECT.dll to some other name<br/> and LFS will then use LFSORDLL.dll instead (extended mode only).<br/> <br/> Fixes :<br/> Some buildings at Westhill track were drawn using a slow method<br/> Mouse clipped to window (CTRL+C) now works properly with ALT+TAB<br/> Using mouse wheel to change gear did not work properly at high fps<br/> Layout editor object selection buttons used interface button slots<br/> Crash changing texture resolution with two or more objects selected<br/> Anisotropic filtering did not work on car textures (including skin)<br/> == 0.6H10 == ''- Aug 12, 2015''<br /> <br /> Misc :<br /> One more graphical optimisation for slightly higher frame rate<br /> Z-buffer depth setting can now be changed without restarting LFS<br /> Reduced some of the Z-buffer issues when using a 16 bit Z-buffer<br /> More updated translations - Thank you translators!<br /> <br /> Fixes for Windows 10 :<br /> High CPU/GPU on ALT+TAB from full screen with vsync in Windows 10<br /> Pause when exiting from replay or reaching end of List of Hosts<br /> == 0.6H6 == ''- Aug 9, 2015''<br /> <br /> Misc :<br /> Reduced min / max values for "Sound lag" setting - default now 0.08<br /> Small error report added to deb.log if failed to start DirectX 9Ex<br /> More efficient car distance sorting system for sound and graphics<br /> More updated translations. Thank you translators.<br /> <br /> Oculus Rift :<br /> Updated ORDIRECT.dll to use 0.6.0.1 runtime instead of 0.6.0.0<br /> <br /> Fixes :<br /> CPU usage increased if minimised from full screen mode with vsync<br /> Missing sound from nearby cars that were off screen in multiplayer<br /> Frame rate limit system could cause lags when used in Windows 10<br /> Frame info display could be clicked even when mouse was hidden<br /> Virtual dashboard disappeared if another nearby car was drawn<br /> == 0.6H5 == ''- Jul 28, 2015''<br /> <br /> Optimisations :<br /> Frames buffered (default 1) to allow next frame to start rendering<br /> Static vertex buffers reorganised to reduce DirectX instructions<br /> Dynamic vertex buffers now set to use hardware vertex processing<br /> <br /> Misc Options :<br /> Frame rate limitation system is now accurate and has better values<br /> New frame info display shows sleep / physics updates / gpu waiting<br /> Minimum sleep setting changed to "Sleep every frame" (yes / no)<br /> <br /> Oculus Rift :<br /> For users who cannot use the Oculus 0.6 runtime, you can now use<br /> the 0.5 runtime. Simply rename the ORDIRECT.dll to some other name<br /> and LFS will then use LFSORDLL.dll instead (extended mode only).<br /> <br /> Misc :<br /> Added a 3D level slider option to adjust monitor-based 3D views<br /> Mirror now uses 24 bit Z buffer if Z buffer setting is more than 16<br /> Reduced glitch when autocross objects are optimised (e.g. on load)<br /> Many translations have been updated. Thank you translators.<br /> <br /> Fixes :<br /> Anisotropic filtering did not work on car textures (including skin)<br /> New chalk objects were invisible until optimise button was clicked<br /> == 0.6H4 == ''- Jul 9, 2015''<br /> <br /> Misc :<br /> New Audio Option "Sound when window is inactive" (off / on)<br /> <br /> Oculus Rift :<br /> Reduced CPU / GPU usage by sharing scene preparation for both eyes<br /> <br /> Fixes :<br /> Some buildings at Westhill track were drawn using a slow method<br /> LFS failed to resave custom textures found to be in wrong format<br /> Using mouse wheel to change gear did not work properly at high fps<br /> == 0.6H3 == ''- Jun 30, 2015''<br /> <br /> Misc :<br /> Now using an event query instead of a lock for input lag prevention<br /> Some minor CPU optimisations probably not noticeable at this point<br /> <br /> Oculus Rift :<br /> Now continues to process physics while waiting for render to finish<br /> Using 2 render target textures to avoid timing problems during copy<br /> <br /> Fixes :<br /> Minimum sleep 1 ms enforced in entry screens / credits / minimised<br /> Some objects at Westhill became shiny when a car shadow was nearby<br /> No sky on joining host with no cars or change texture res in editor<br /> == 0.6H2 == ''- Jun 20, 2015''<br /> <br /> Misc :<br /> Sky texture is now drawn in mirrors<br /> Layout editor object selection buttons are sorted by distance<br /> Now using Direct3D 9Ex if available (Windows Vista and later)<br /> Minimum sleep can now be set to 0 ms (previous minimum was 1)<br /> Minimum sleep is no longer available when using vertical sync<br /> Slightly better fps in places where many objects may be visible<br /> <br /> Oculus Rift :<br /> Now using Oculus SDK version 0.6.0.0 which includes timewarp<br /> You can now enter and leave Rift mode without restarting LFS<br /> Smooth display (if you do not use SLI or force vertical sync)<br /> Monitor window view options : blank / one eye / two eyes<br /> <br /> Fixes :<br /> Mouse clipped to window (CTRL+C) now works properly with ALT+TAB<br /> Layout editor object selection buttons used interface button slots<br /> Crash changing texture resolution with two or more objects selected<br /> <br /> Translations :<br /> Updated Italian, Romanian, Chinese and Turkish translations<br /> == 0.6H == ''- Apr 2, 2015''<br /> <br /> Westhill :<br /> New version of Westhill with additional configurations<br /> Full support for open configurations including access roads<br /> <br /> Autocross Editor :<br /> New adjustable concrete objects<br /> Custom start positions and pit start points<br /> Maximum autocross objects increased to 1800<br /> Movable start lights included as an autocross object<br /> Custom pit stop box disables pit lane and default pit stops<br /> Custom pit stop box can now be used to repair car and refuel<br /> Interface buttons now drawn in front of the object buttons<br /> Pressing S/F/1/2/3 when object is selected now moves it<br /> Pressing S/F/1/2/3 when object exists is now more helpful<br /> Clicking colour instantly changes selected tyres or chalk<br /> Clicking marshall position instantly changes selected marshall<br /> Improved the appearance of marshall circles in the editor<br /> Route checker index numbers now start at 1 instead of 0<br /> The W/E keys instantly adjust width, no need to press M<br /> Floating object buttons shown with different colour<br /> X/Y/Z positions are now shown and can be typed in<br /> Right click on X/Y/Z to move in steps of 1 metre<br /> SHIFT+click to snap to 1 metre grid<br /> <br /> Oculus Rift DK2 Rendering Misc :<br /> Increased max cars in race from 32 to 40<br /> Increased AU Autocross grid from 16 to 20<br /> Increased BL Rallycross grids from 24 to 30<br /> Maximum multiplayer car draw distance up from 300 to 500<br /> Regenerated lightmaps and visible object lists on most tracks<br /> Added paths at Fern Bay to cover road near Club and mini oval<br /> InSim ISP_NCI packet added to give host more info about new guest<br /> AI drivers hit wall entering pit lane at SO Classic / Town<br /> Removed a corner marker from some configurations at Aston<br /> Some tyres at Kyoto National disabled in other configs<br /> Updated translations - thank you translators<br /> <br /> New commands :<br /> /zero_all<br /> - Reset all lap counters and checkpoints passed as if the race had<br /> just been started. This removes checkpoints passed.<br /> So using this command on the first lap, before the first<br /> checkpoint is passed, has no effect. After the first<br /> checkpoint there is an effect. The first lap will not be<br /> counted. This is intended to help with a rolling start after<br /> a parade lap.<br /> <br /> /setlap username X<br /> - X is positive : Set the lap that the user is currently on (as<br /> seen at the top right, not the number of laps completed). This<br /> does not affect checkpoints passed. This may help with a driver<br /> who reconnects after an unintended disconnection.<br /> - X is zero : Same as the /zero_all command but for one driver.<br /> - X is negative : subtract from the number of laps, without<br /> affecting checkpoints passed. This may be useful as a penalty. == 0.6G19 == ''- Apr 1, 2015''<br /> <br /> Tree / sign / bollard collisions restricted to object size<br /> Circles more than 1.5m above car centre are now ignored<br /> Checkpoints / finish line more than 1.5m above ignored<br /> FIX : Restricted areas and route checkers were not working<br /> == 0.6G18 == ''- Apr 1, 2015''<br /> <br /> FIX : Error with the new Wedge objects at 90 degrees<br /> == 0.6G17 == ''- Mar 31, 2015''<br /> <br /> New Westhill track update with various fixes<br /> New concrete objects Wedge and Short Slab Wall<br /> Maximum autocross objects increased to 1800<br /> == 0.6G16 == ''- Mar 31, 2015''<br /> <br /> Misc :<br /> Custom pit stop box can now be used to repair car and refuel<br /> Custom pit stop box disables pit lane and default pit stops<br /> Maximum multiplayer car draw distance up from 300 to 500<br /> Interface buttons now drawn in front of the object buttons<br /> Off path side messages only shown with Network Debug enabled<br /> <br /> InSim :<br /> ISP_NCI packet added to give host more info about new guest<br /> <br /> Layouts :<br /> Car shadows now appear on the concrete objects<br /> Raised start positions now work with concrete objects<br /> Up/down buttons beside checkpoint width / circle diameter<br /> <br /> Fixes :<br /> Reset points on raised concrete did not work first time in<br /> Default start points wrongly put car on concrete above them<br /> Coloured concrete often did not go back to grey in editor<br /> InSim IS_REO packet was ignored if more than 32 players<br /> == 0.6G14 == ''- Mar 28, 2015''<br /> <br /> Westhill :<br /> New version of Westhill with additional configurations<br /> Full support for open configurations including access roads<br /> <br /> Autocross Editor :<br /> New adjustable concrete objects<br /> Custom start positions and pit start points<br /> Maximum autocross objects increased to 1500<br /> Movable start lights included as an autocross object<br /> Pressing S/F/1/2/3 when object is selected now moves it<br /> Pressing S/F/1/2/3 when object exists is now more helpful<br /> Clicking colour instantly changes selected tyres or chalk<br /> Clicking marshall position instantly changes selected marshall<br /> Improved the appearance of marshall circles in the editor<br /> Route checker index numbers now start at 1 instead of 0<br /> The W/E keys instantly adjust width, no need to press M<br /> Floating object buttons shown with different colour<br /> X/Y/Z positions are now shown and can be typed in<br /> Right click on X/Y/Z to move in steps of 1 metre<br /> SHIFT+click to snap to 1 metre grid<br /> <br /> Tracks :<br /> Increased max cars in race from 32 to 40<br /> Increased AU Autocross grid from 16 to 20<br /> Increased BL Rallycross grids from 24 to 30<br /> Regenerated lightmaps and visible object lists on most tracks<br /> Added paths at Fern Bay to cover road near Club and mini oval<br /> AI drivers hit wall entering pit lane at SO Classic / Town<br /> Removed a corner marker from some configurations at Aston<br /> Some tyres at Kyoto National disabled in other configs<br /> <br /> New commands :<br /> /zero_all<br /> - Reset all lap counters and checkpoints passed as if the race had<br /> just been started. This removes checkpoints passed.<br /> So using this command on the first lap, before the first<br /> checkpoint is passed, has no effect. After the first<br /> checkpoint there is an effect. The first lap will not be<br /> counted. This is intended to help with a rolling start after<br /> a parade lap.<br /> <br /> /setlap username X<br /> - X is positive : Set the lap that the user is currently on (as<br /> seen at the top right, not the number of laps completed). This<br /> does not affect checkpoints passed. This may help with a driver<br /> who reconnects after an unintended disconnection.<br /> - X is zero : Same as the /zero_all command but for one driver.<br /> - X is negative : subtract from the number of laps, without<br /> affecting checkpoints passed. This may be useful as a penalty.<br /> == 0.6G3 == ''- Feb 20, 2015''<br /> <br /> Misc :<br /> Regenerated lightmaps and visible object lists on most tracks<br /> Added paths at Fern Bay to cover road near Club and mini oval<br /> <br /> Fixes :<br /> AI drivers hot wall entering pit lane at SO Classic / Town<br /> Removed single-sided rectangle near the bridge at Fern Bay<br /> Missing shadows on cars under bridges at Aston and Fern Bay<br /> Shadows could appear on cars near path edges in open configs<br /> Default lightmap sometimes used lighting from previous track<br /> Removed message about 93 objects when loading Autocross track<br /> Restored shadows mistakenly removed from South City buildings<br /> Changing between reversed / forward configs - wrong lightmaps<br /> == 0.6G2 == ''- Feb 14, 2015''<br /> <br /> Open Configurations :<br /> As part of the development for the Westhill track update that is<br /> still in development, the support for Open track configurations<br /> has been improved. When possible, LFS now uses a suitable path<br /> from one of the default configurations so these things work :<br /> <br /> - Hidden object removal gives high frame rates<br /> - Lighting system now works so that car looks correct in shadow<br /> - Echo maps are used so the sound changes depending on location<br /> <br /> The X (forward) and Y (reversed) open configuration selection<br /> buttons are now visible on the track selection screen.<br /> <br /> Hidden object removal :<br /> The visible objects are now detected using a much better method<br /> than in older versions. Visible object files for the existing<br /> tracks are provided in the patch. You should find there is now<br /> very little pop-up of objects, but still with a high frame rate.<br /> <br /> The visible object lists for the TV cameras are now stored in a<br /> separate list per camera rather than being path based. So you<br /> should no longer see objects disappearing occasionally when using<br /> the replay / TV cameras.<br /> <br /> Misc :<br /> Collision detection improved near the ends of long objects<br /> <br /> Translations :<br /> Updated Italian, Lithuanian, Russian and Ukrainian translations<br /> Updated Brazilian Portuguese version of docs\Commands.txt<br /> == 0.6G == ''- Sep 27, 2014''<br /> <br /> Oculus Rift DK2 Support :<br /> The Oculus Rift DK2 must be set to Extended Desktop mode<br /> Start LFS, go into Options - View and click 3D at the top<br /> For Display Type, select Oculus Rift then click OK<br /> If all is well, LFS offers "Exit LFS to restart using the Rift"<br /> Click OK to exit then when you restart LFS it should be in the Rift<br /> <br /> Optional new command line options /rift=on and /rift=off<br /> Use e.g. in a shortcut to make sure Rift mode is entered or not<br /> <br /> LFS.exe /rift=on - try to go straight into Rift mode<br /> LFS.exe /rift=off - do not go into Rift (ignores previous mode)<br /> <br /> Oculus Runtime 0.4.2 (or later) is required<br /> <br /> Graphics (visual improvement of transparent objects) :<br /> Improved edges of transparent objects like trees and railings<br /> Re-exported all transparent textures to improve image quality<br /> Texture names ending ATEST / ALPHA / ALP24 all now end _ALP<br /> If you do not install new textures, old ones will be converted<br /> <br /> Graphics (other) :<br /> Anisotropic filtering (AF) now default 4x<br /> Mip bias sliders saved differently in cfg.txt<br /> - You must set your mip bias and AF values again<br /> Increased maximum value of multiplayer draw distance<br /> Two new 3D formats : red-cyan anaglyph and cross-eyed view<br /> Textures are automatically resaved (if needed) for faster load<br /> Low res textures now load just as quickly as high res textures<br /> New car shaders give higher frame rate when many cars on screen<br /> FIX : Car lighting momentarily vertical as car entered a shadow<br /> FIX : Graphics options sometimes showed too many FSAA options<br /> <br /> Skin downloading when watching a replay :<br /> If a car or helmet skin in a replay is not available at LFS World<br /> when you start the replay (with low or high res skins selected)<br /> but you already have the skin in the other resolution then that<br /> skin in the other resolution will be used instead of a plain car<br /> <br /> InSim :<br /> New packet IS_HCP for host to add extra mass or intake restriction<br /> to particular cars (affects all drivers using those cars)<br /> <br /> Misc :<br /> Driver's body is now enabled by default<br /> Reduced input lag when vertical sync is enabled<br /> Frame rate limit now disabled if vertical sync is active<br /> Cars now drawn in nearest to furthest order for optimisation<br /> CTRL+S screenshot message now stays for two seconds instead of one<br /> Updated translations - thank you translators == 0.6F12 == ''September 26, 2014''<br /> <br /> Oculus Rift :<br /> New command line options /rift=on and /rift=off<br /> Use e.g. in a shortcut to make sure Rift mode is entered or not<br /> <br /> LFS.exe /rift=on - try to go straight into Rift mode<br /> LFS.exe /rift=off - do not go into Rift (ignores previous mode)<br /> <br /> InSim :<br /> New packet IS_HCP to add extra mass or intake restrictions<br /> to particular cars (affects all drivers using those cars)<br /> <br /> Misc :<br /> Minor update to LFS_restart.exe suggesting run as administrator<br /> == 0.6F11 == ''September 25, 2014''<br /> <br /> Oculus Rift :<br /> If you try to enter 3D mode when the Rift is not in extended mode,<br /> and get the message to restart LFS with the Rift in extended mode,<br /> it is now possible to go into a window (SHIFT+F4) and set your<br /> Rift to extended mode then click 3D to try to enter Rift mode<br /> again without exiting LFS, so avoiding one exit and restart.<br /> == 0.6F10 == ''September 24, 2014''<br /> <br /> Graphics :<br /> Fixed bug at Aston where nearby tree line obscured background<br /> Fixed small lines appearing in the air above some Aston trees<br /> <br /> Oculus Rift :<br /> LFSORDLL.dll rebuilt using SDK 0.4.2 (requires runtime update)<br /> Removed 3 ways to enter Rift mode on your monitor by mistake<br /> == 0.6F9 == ''September 19, 2014''<br /> <br /> Graphics :<br /> Improved edges of transparent objects like trees and railings<br /> Re-exported all transparent textures to improve image quality<br /> Texture names ending ATEST / ALPHA / ALP24 all now end _ALP<br /> If you do not install new textures, old ones will be converted<br /> <br /> Oculus Rift :<br /> Tracking setup now allows camera to be in an offset position<br /> Yaw reset (normally F8 key) should now work again with DK1<br /> <br /> Misc :<br /> Names above cars (N key) now work as expected on oval, etc.<br /> Cars now drawn in nearest to furthest order for optimisation<br /> CTRL+S screenshot message now stays for 2 seconds instead of 1<br /> FIX : Misplaced accents on capital letters in names above cars<br /> == 0.6F8 == ''August 22, 2014''<br /> <br /> Implemented Oculus Rift health & safety warning at startup<br /> Option to store driving position (avoids setting it every time)<br /> == 0.6F7 == ''August 19, 2014''<br /> <br /> Graphical :<br /> Removed / reduced some texture related graphical issues<br /> Textures are automatically resaved (if needed) for faster load<br /> Low res textures now load just as quickly as high res textures<br /> FIX : Graphics options sometimes showed too many FSAA options<br /> <br /> Misc :<br /> Anisotropic filtering (AF) now default 4x<br /> Mip bias sliders saved differently in cfg.txt<br /> - You must set your mip bias and AF values again<br /> Increased maximum value of multiplayer draw distance<br /> <br /> Oculus Rift :<br /> Mip bias sliders are available in Rift mode again (separate)<br /> LFS starts up in windowed mode on desktop if unable to open Rift<br /> Steer look and mouse look options are now disabled in Rift mode<br /> Windows error message is displayed if the DLL cannot be loaded<br /> Recompiled Oculus DLL now depends on fewer external libraries<br /> FIX : Arcade view and helicopter view now work as expected<br /> FIX : Button look and Pitch / Rotate view now work in Rift mode<br /> FIX : Names above cars (N key) now stay still when view rolls<br /> == 0.6F6 == ''August 12, 2014''<br /> <br /> Replay TV camera view is now displayed on a virtual monitor<br /> 3D level of the replay cameras adjustable from 0% to 100%<br /> == 0.6F5 == ''August 11, 2014''<br /> <br /> Misc :<br /> Frame rate limit now disabled if vertical sync is active<br /> <br /> Oculus Rift :<br /> Implemented chromatic aberration correction (pixel shader)<br /> Simplified head yaw is transmitted in multiplayer packets<br /> <br /> FIX : Low persistence setting could be out of sync with Rift<br /> == 0.6F4 == ''August 10, 2014''<br /> <br /> "You can now enable vertical sync in Options - View. I suggest you try that out. You should get a really smooth view as long as you don't drop below 75 fps." - Scawen<br /> <br /> Misc :<br /> Driver's body is now enabled by default<br /> Reduced input lag when vertical sync is enabled<br /> <br /> Oculus Rift :<br /> Predicted head position is used with vertical sync<br /> Enabled low persistence display mode (on by default)<br /> More helpful and better looking multiple selection dialog<br /> LFS will now start up on default device if Rift is not found<br /> Helpful message if detected Rift has wrong screen orientation<br /> Position is retained if headset moves out of tracking range<br /> Single mip bias slider when in Rift mode<br /> == 0.6F3 == ''August 6, 2014''<br /> <br /> Oculus Rift DK2 support :<br /> - Set your DK2 to extended mode - Windows settings - use extended desktop mode, not duplicated<br /> - Make sure the DK2 screen is set to "portrait" mode in Windows<br /> - Start LFS and click 3D on View Options Screen<br /> - Select Oculus Rift and click OK<br /> - You should be given the option to exit, ready to restart in Rift mode<br /> - Start LFS after exiting by the previous method<br /> <br /> FIX : Sometimes the wrong mip bias setting was used e.g. on text<br /> FIX : LFS crashed if an out of bounds entry was typed in 3D dialog<br /> == 0.6F2 == ''July 21, 2014''<br /> <br /> Two new 3D formats in TV / monitor / projector mode :<br /> - red-cyan anaglyph<br /> cheap red-cyan glasses are required<br /> more expensive glasses can correct red (left) eye focus<br /> colour perception is reduced and different in each eye<br /> do not use this mode for a long time<br /> <br /> - cross-eyed view<br /> no equipment needed<br /> the 3D world appears small<br /> right eye looks at left image / left eye looks at right image<br /> this is difficult for some people (with normal vision)<br /> stop immediately if you feel any discomfort<br /> do not use this mode for a long time<br /> <br /> Skin downloading when watching a replay :<br /> <br /> If a car or helmet skin in a replay is not available at LFS World<br /> when you start the replay (with low or high res skins selected)<br /> but you already have the skin in the other resolution then that<br /> skin in the other resolution will be used instead of a plain car<br /> <br /> Fixes :<br /> Crash when using a wheel button assigned to /rift toggle command<br /> Crash when pressing e.g. F8 when /press F8 was assigned to F8 key<br /> <br /> Graphics :<br /> New car shaders give higher frame rate when many cars on screen<br /> FIX : Car lighting momentarily vertical as car entered a shadow<br /> <br /> Misc :<br /> Updated Estonian and Serbian translations<br /> == 0.6F == ''June 21, 2014''<br /> <br /> 3D device support :<br /> Select 3D near the top of View Options to select device<br /> Supports Oculus Rift, 3D monitors, projectors, TVs, headsets<br /> <br /> Graphics :<br /> LFS now uses DirectX 9 (previously used DirectX 8.1)<br /> Random weather selected by default when loading a track<br /> Mirror antialiasing is now available (in Graphics Options)<br /> Improved transitions when switching between interface screens<br /> Misc option to select CTRL+S screenshot format (bmp / jpg / png)<br /> <br /> Various :<br /> Updated translations - thank you translators<br /> Message "Track loaded" now shows which track was loaded<br /> Lateral and longitudinal accelerometer now works realistically<br /> CTRL+ and ALT+ (assign text to F keys) visible in mouse / kb mode<br /> <br /> Commands :<br /> /refresh refreshes list of setups / hosts / replays<br /> /setup now works correctly (loads setup) in garage screen<br /> /colour and /setup without a parameter now select default<br /> /join hostname from entry screen now tries to join named host<br /> /exec and /wait can now take filenames with spaces in quotes<br /> /track command (change track) accepts a weather parameter<br /> e.g. /track BL2R 3 selects BL2R with 3rd weather<br /> <br /> Fixes :<br /> OOS error after an idle car was hit by objects<br /> OOS error when an car was pushed out of bounds<br /> Some glitches in the movement of vertical sliders<br /> Helmet stayed the same after changing driver in MP replays<br /> Some controllers could make mouse axes unavailable for use<br /> MAX ALPHA (unsorted) message after adding 900 chalk objects<br /> Joining host OOS if host started with invalid /weather value<br /> High frequency changes in acceleration were filtered in OutSim<br /> LFS would crash if more than 8 game controllers were connected<br /> Text entry was not always cleared when entering the meeting room<br /> F key text was delayed if pressed in warning or selection dialog<br /> Stuck in game after Alt+F4 / X button after edit in SHIFT+U mode<br /> Setup could sometimes be corrupted when joining - now spectated<br /> NumConns was set to zero after disconnecting from an online host<br /> Arrow keys in input dialog were re-enabled by code page selector<br /> Joining car could not enter physics when many objects were moving == 0.6E19 == ''June 19, 2014''<br /> <br /> FIX : Dedicated server would not start up in reversed or open configs == 0.6E18 == ''June 18, 2014''<br /> <br /> More translations have been updated and corrected<br /> Random weather selected by default when loading a track<br /> Message "Track loaded" now shows which track was loaded<br /> <br /> Commands :<br /> /track command (change track) accepts a weather parameter<br /> e.g. /track BL2R 3 <- selects 3rd weather on Blackwood 2 reversed<br /> <br /> Fixes for new bugs :<br /> Selected track image vanished if /weather command was used<br /> <br /> Fixes for old bugs :<br /> Joining host OOS if host started with invalid /weather value<br /> == 0.6E17 == ''June 13, 2014''<br /> <br /> Translation updates for most languages<br /> <br /> Fixes for old bugs :<br /> OOS error after an idle car was hit by objects<br /> OOS error when an car was pushed out of bounds<br /> Joining car could not enter physics when many objects were moving<br /> == 0.6E16 == ''June 5, 2014''<br /> <br /> The 3D support is now translatable - awaiting translations<br /> Improved and optimised the Oculus Rift distortion function<br /> Some other small performance optimisations in graphics code<br /> FIX : Mouse drag movement in SHIFT+U mode in 3D modes<br /> == 0.6E15 == ''May 24, 2014''<br /> <br /> DirectX 9 :<br /> A helpful message is now shown at start if DirectX needs updating<br /> Misc option to select CTRL+S screenshot format (bmp / jpg / png)<br /> <br /> FIX : Vertical sync was enabled in windowed mode - now disabled<br /> FIX : Crash when using FRAPS or when another program went full screen<br /> <br /> 3D Support :<br /> Options for 3D modes are displayed in a dialog before going 3D<br /> <br /> Oculus Rift :<br /> 24-bit Z-buffer is now used if Z-buffer depth graphics option is 24/32<br /> Full-scene AA option disabled in Rift mode (use special Rift AA option)<br /> Wide screen effect option is now disabled in Oculus Rift mode<br /> <br /> Commands :<br /> /refresh refreshes list of setups / hosts / replays<br /> /setup now works correctly (loads setup) in garage screen<br /> /join hostname from entry screen now tries to join the named host<br /> /exec and /wait can now take filenames with spaces in quotes<br /> /colour and /setup without a parameter now select default<br /> <br /> Fixes for new bugs :<br /> FIX : Driver selection buttons clashed in first time driver screen<br /> FIX : Race setup screen objects sometimes visible in other screens<br /> <br /> Fixes for old bugs :<br /> FIX : Text entry was not always cleared when entering the meeting room<br /> FIX : F key text was delayed if pressed in warning or selection dialog<br /> FIX : Some controllers could make mouse axes unavailable for use<br /> == 0.6E14 == ''Jan 31, 2014''<br /> <br /> Graphics :<br /> Cars and drivers in menu screens are now antialiased<br /> New Graphics Option : Mirror antialiasing<br /> <br /> Oculus Rift :<br /> New option : Antialiasing - NOTE : this reduces frame rate a lot...<br /> <br /> Fixes :<br /> FIX : Setup could (rarely) be corrupted when joining. Now detected and spectated with message.<br /> FIX : NumConns was set to an invalid value of zero after disconnecting from an online host.<br /> FIX : Arrow keys were re-enabled in the input dialog by using the code page selector.<br /> == 0.6E13 == ''Jan 22, 2014''<br /> <br /> DirectX 9 fixes :<br /> FIX : LFS did not get past the entry screen if Haze effect was disabled<br /> FIX : Anisotropic filtering (Texture filtering / AF slider > 1) did not work<br /> <br /> Other fixes :<br /> FIX : Starting LFS in full screen set mouse cursor to top left - now centre<br /> FIX : FOV in helicopter view is now back to the same as it was before<br /> FIX : Credits screen had a black background<br /> == 0.6E12 == ''Jan 20, 2014''<br /> <br /> DirectX 9 :<br /> LFS now uses DirectX 9 instead of DirectX 8.1 (no visual changes)<br /> <br /> Fixes :<br /> FIX : Mirror texture is now 32-bit (as it was until recently)<br /> FIX : Suspension view in garage did not work in 3D modes<br /> == 0.6E11 == ''Dec 16, 2013''<br /> <br /> Oculus Rift :<br /> Aspect ratio correction option - helps in some cases when using 1920x1080<br /> <br /> Fixes for new bugs :<br /> FIX : Black background in pits screen when in game<br /> FIX : Driver was invisible in driver options screen<br /> FIX : Distance measurement tool in SHIFT+U mode was invisible<br /> <br /> Fixes for old bugs :<br /> FIX : MAX ALPHA (unsorted) message after adding 900 chalk objects<br /> FIX : LFS would crash if more than 8 game controllers were connected<br /> FIX : Alt+F4 / X button from SHIFT+U mode after editing got stuck in game<br /> == 0.6E10 == ''Dec 14, 2013''<br /> <br /> 3D Support :<br /> Simple HUD aspect ratio option for 3D modes in view options screen<br /> SHIFT+U mode mouse view control now works in stereoscopic 3D modes<br /> <br /> Oculus Rift :<br /> Oculus Rift vertical FOV is now calculated (manual option also available)<br /> Realistic eye positions and simple neck model moves eyes with head tracking<br /> <br /> Fixes :<br /> FIX : Some glitches in the movement of vertical sliders<br /> FIX : Sliders moved twice as far as mouse in some 3D modes<br /> FIX : Cleaner transition from track selection back to race setup screen<br /> FIX : Rare crash that could happen when more buttons appeared on the screen<br /> == 0.6E8 == ''Nov 29, 2013''<br /> <br /> Support for stereoscopic 3D monitors, projectors, TVs and headsets<br /> Lateral and longitudinal accelerometer values now work realistically<br /> CTRL+ and ALT+ (assign text to F keys) visible in mouse / kb mode<br /> Improved transitions when switching between interface screens<br /> <br /> FIX : High frequency changes in acceleration were filtered in OutSim<br /> FIX : Helmet stayed the same after changing driver in MP replays<br /> == 0.6E7 == ''Nov 11, 2013''<br /> <br /> Oculus Rift :<br /> Added resolution and IPD to info display in view options screen<br /> Head tracking now works in helicopter / follow / SHIFT+U modes<br /> <br /> Fixes :<br /> FIX : LFS crashed when changing track in Oculus Rift mode<br /> == 0.6E6 == ''Nov 8, 2013''<br /> <br /> External views (TV, helicopter and SHIFT+U) are now available in 3D modes. Note that the mouse control in SHIFT+U mode is not exactly correct in all modes and the autocross editor is not yet available.<br /> New text commands /rift [on/off/reset] e.g. /rift reset will reset the orientation. This can be assigned to a function key or a wheel button in the controls screen.<br /> A small amount of status information about the Oculus Rift is displayed on the right of the view options screen including head tracking values if they are available.<br /> FIX : Selecting 2D or 3D mode did not disable or enable the Oculus Rift if it was the selected 3D device.<br /> FIX : Oculus Rift now takes priority over TrackIR so there should be no problem with having a TrackIR installed on your computer.<br /> == 0.6E5 == ''Nov 6, 2013''<br /> <br /> Improved stereoscopic 3D support, including experimental Oculus Rift support.<br /> <br /> Three 3D modes are available :<br /> - TV / monitor / projector<br /> - Conventional 3D headset<br /> - Oculus Rift<br /> == 0.6E4 == ''Oct 11, 2013''<br /> <br /> Stereoscopic 3D support.<br /> <br /> Other changes :<br /> Lateral and longitudinal accelerometer values now work realistically<br /> FIX : High frequency changes in acceleration were filtered in OutSim<br /> FIX : Helmet stayed the same after changing driver in MP replays<br /> == 0.6E == ''Nov 30, 2012''<br /> <br /> Improved multiplayer system :<br /> Guest only needs host packets to continue processing<br /> No waiting for packets from players with slow connections<br /> Leaving a host is instantaneous even if a guest is connecting<br /> Longer timeouts avoid disconnection due to short interruptions<br /> <br /> New TCP packet buffering and storage system :<br /> Reduces the number of physical packets sent<br /> Major improvement when many InSim buttons are sent<br /> Fixes some ways to lose connection on a busy server<br /> <br /> New "instant" join system using cached packets :<br /> Much faster connection to multiplayer hosts<br /> Connection appears instant to the other guests<br /> You can pit / spectate / etc. while a player is connecting<br /> No OOS caused by joining while objects are added or removed<br /> <br /> Other multiplayer updates :<br /> New hacking protection and cheat detection systems<br /> Improved user name checks during and after connection<br /> Lag bars at bottom left show ping or delay of all guests<br /> Ping time (or delay) shown as number in list of connections<br /> OOS / CPW messages now show user name instead of player name<br /> Instead of "LAG (seconds)" now "name (seconds)" is displayed<br /> No buffer overflows from hangs or operating system time changes<br /> Auto rename when you join a host with someone else's player name<br /> User name in brackets now shown at end of disconnection messages<br /> Left / right click on player name in replay now works as online<br /> Race setup screen /clear command can now only be used by admins<br /> Use of UDP or TCP is shown beside host name in connections list<br /> Removed notification sound when a car is spectated by an admin<br /> Added /player command to dedicated host setup.cfg file<br /> <br /> LFS World statistics fixes :<br /> Wrong PB recorded if custom checkpoints added without restart<br /> Live host progress did not show changes to laps or qualifying<br /> After forced to spectate by admin - status remained "in race"<br /> Adding an AI driver changed real player's status to "in race"<br /> Spectating from garage screen left player's status "in pits"<br /> <br /> Other changes :<br /> Latvian training lessons now included<br /> Two new translations : Indonesian and Romanian<br /> Maximum marshall circles increased from 96 to 120<br /> Maximum autocross objects increased from 800 to 900<br /> Pit exit direction arrow now works in open configurations<br /> SHIFT + N : sound on / off now works in multiplayer screens<br /> <br /> InSim :<br /> Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL<br /> Change to in-game usage of IS_REO - only valid after SMALL_VTA<br /> <br /> Fixes :<br /> Custom view was not set to new car type on replay restart<br /> Duplicate lines in scripts could cause unexpected results<br /> Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)<br /> Leaving garage screen could cause problems with a car script<br /> User's controller type was not shown after taking over a car<br /> SHIFT+R near end of SPR could make cars swap between players<br /> Circuit length is no longer displayed for open configurations<br /> Remote car with brakes on started to roll if reset on a slope<br /> LFS could crash when displaying laps for fuel after short laps<br /> Ready status in lobby is now checked when a player disconnects<br /> Load WE1R on dedicated host - Checkpoint 1 path node not found<br /> Short MP Replays were sometimes extended to a time of 10:55.36<br /> It was possible to make an AI driver join with a disallowed car<br /> Message typed while watching replay appeared as written by host<br /> Message "Max guest cars : X" now shown in the selected language<br /> Cars intersected if players joined autocross at the same time<br /> An unusual state in which LFS displayed only a blank screen<br /> Two instances of LFS no longer write to the same MPR / SPR<br /> == 0.6B16 == ''Nov 28, 2012''<br /> <br /> FIX : OOS Error after engine was switched off<br /> == 0.6B15 == ''Nov 28, 2012''<br /> <br /> Connecting and disconnecting guests could clash and break server<br /> A minor improvement in connection code avoids a possible failure<br /> Added some more protection against one more known way to cheat<br /> == 0.6B14 == ''Nov 27, 2012''<br /> <br /> Orange warning message if you are auto renamed on joining a host<br /> Message : X disconnected - dark grey (same as it was before B13)<br /> Requested UDP message not shown on joining a host (only if TCP)<br /> <br /> LFS World statistics fixes :<br /> <br /> Wrong PB recorded if custom checkpoints added without restart<br /> Live host progress did not show changes to laps or qualifying<br /> <br /> Fixes :<br /> <br /> Valid car position packets in TCP mode were sometimes discarded<br /> Join host with remote car in neutral - handbrake on for 1 second<br /> Remote car with brakes on started to roll if reset on a slope<br /> == 0.6B13 == ''Nov 26, 2012''<br /> <br /> Left / right click on player name in replay now works as on line<br /> Message : X connected - light blue / X disconnected - light grey<br /> Use of UDP or TCP is shown beside host name in connections list<br /> Sending position packets is avoided until guest fully connected<br /> UDP / TCP position packets may be selected by clicking button<br /> <br /> Fixes :<br /> <br /> Pre-B12 MP replays in B12 showed all messages as written by host<br /> Message typed while watching replay appeared as written by host<br /> Pressing X button for a second showed "lost connection" on host<br /> == 0.6B12 == ''Nov 24, 2012''<br /> <br /> New "instant" join system using cached packets :<br /> <br /> - Much faster connection to host<br /> - Connection appears instant to other guests<br /> - Safe to join while objects are added or removed<br /> - You can pit, spectate, etc. while a player is joining<br /> <br /> Player name conflict resolution :<br /> <br /> Auto rename when you join a host with someone else's player name<br /> You can always exit from player screen even if your name is used<br /> Selected name not used in game if already used by another player<br /> No two players (real or AI) can enter a race using the same name<br /> <br /> LFS World statistics fixes :<br /> <br /> After being forced to spectate by admin - status still "in race"<br /> Adding an AI driver changed real player's status to "in race"<br /> Spectating from garage screen left player's status "in pits"<br /> <br /> Multiplayer :<br /> <br /> Added /player command to dedicated host setup.cfg file<br /> Removed /carshost command from dedicated host setup.cfg<br /> Improved cheat protection stops some more ways to cheat<br /> <br /> Misc :<br /> <br /> Maximum autocross objects increased from 800 to 900<br /> Maximum marshall circles increased from 96 to 120<br /> Removed notification sound when a car is spectated by an admin<br /> <br /> Fixes :<br /> <br /> Message "Max guest cars : X" now shown in the selected language<br /> Wrong message "Did not receive track info" on joining full host<br /> Cars intersected if players joined autocross at the same time<br /> An unusual state in which LFS displayed only a blank screen<br /> == 0.6B11 == ''Nov 6, 2012''<br /> <br /> Forwarded packets and timing packets are sent more promptly<br /> Ping / lag time now shown in ms when less than 1 second<br /> Ping / lag time is now also shown in game setup screen<br /> <br /> Fixes :<br /> <br /> In B10 hotlapping did not restart after leaving the pits<br /> == 0.6B10 == ''Nov 3, 2012''<br /> <br /> Improved cheat protection stops some more ways to cheat<br /> <br /> Fixes :<br /> <br /> Sending too many InSim buttons could cause guests to disconnect<br /> It was possible to make an AI driver join with a disallowed car<br /> Leaving garage screen could cause problems with a car script<br /> == 0.6B9 == ''Oct 27, 2012''<br /> <br /> New TCP packet buffering and storage system :<br /> <br /> - Reduces the number of physical packets sent<br /> - Major improvement when many InSim buttons are sent<br /> - Fixes some ways to lose connection on a busy server<br /> <br /> New lag bar system - host sends ping and lag info :<br /> <br /> - Bars at bottom left to show packet delay for all connections<br /> - Ping time (or lag when lagging) shown in list of connections<br /> <br /> Fixes :<br /> <br /> Short MP Replays were sometimes extended to a time of 10:55.36<br /> == 0.6B8 == ''Sep 25, 2012''<br /> <br /> FIX : Two instances of LFS no longer write to the same MPR / SPR<br /> Connection now closes if no packets are received for 40 seconds<br /> SHIFT + N : sound on / off now works in multiplayer screens<br /> Pit exit direction arrow now works in open configurations<br /> Updates to Latvian, Serbian, Indonesian, Romanian<br /> Latvian training lessons now included<br /> == 0.6B7 == ''Sep 21, 2012''<br /> <br /> FIX : Guests were often kicked after another took over their car<br /> Instead of "LAG (seconds)" now "username (seconds)" is displayed<br /> Timer bounding increased to 30 sec for normal LFS (graphic mode)<br /> Timer bounding stays at 6 sec for non-graphical dedicated hosts<br /> == 0.6B6 == ''Sep 20, 2012''<br /> <br /> Repaired most translations with a small update on one line<br /> FIX : Guest disconnected if host used InSim IS_PLC packet<br /> == 0.6B5 == ''Sep 20, 2012''<br /> <br /> Improved multiplayer system :<br /> <br /> Game only needs host packets to continue processing<br /> Quicker joining to host - no waiting for other players<br /> No waiting for packets from players with slow connections<br /> Leaving a host is instantaneous even if a guest is connecting<br /> Longer timeouts avoid disconnection due to short interruptions<br /> <br /> (NOTE : no change to physics - old replays are still valid)<br /> <br /> Other changes :<br /> <br /> Two new translations : Indonesian and Romanian<br /> New hacker protection applied to multiplayer packets<br /> Improved checks on validity of user names while connecting<br /> User names now confirmed with master server after connection<br /> OOS / CPW messages now show user name instead of player name<br /> Removed message "Got master packet" from network debug output<br /> No buffer overflows from hangs or operating system time changes<br /> User name in brackets now shown at end of disconnection messages<br /> New "Authorised" message on host links user name with ip address<br /> Race setup screen /clear command can now only be used by admins<br /> Ability of guests to vote or select tracks now enforced by host<br /> <br /> InSim :<br /> <br /> Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL<br /> Change to in-game usage of IS_REO - only valid after SMALL_VTA<br /> <br /> Fixes :<br /> <br /> Custom view was not set to new car type on replay restart<br /> Duplicate lines in scripts could cause unexpected results<br /> Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)<br /> Circuit length is no longer displayed for open configurations<br /> LFS could crash when displaying laps for fuel after short laps<br /> Ready status in lobby is now checked when a player disconnects<br /> Load WE1R on dedicated host - Checkpoint 1 path node not found<br /> User's controller type was not shown after taking over a car<br /> SHIFT+R near end of SPR could make cars swap between players<br /> == 0.6B == ''Jun 17, 2011''<br /> <br /> Contact detection and collisions :<br /> <br /> Improved contact detection with road / walls / pit garage exit<br /> Improved collisions with unmovable objects (e.g. red barriers)<br /> Unmovable objects (e.g. ramps) now have concrete friction level<br /> Improved wheel contact detection to reduce bad car collisions<br /> <br /> SHIFT+U mode :<br /> <br /> New free view mode replaces the old "low" and "high" path modes<br /> Object or ground targeted by the mouse pointer is now detected<br /> Left mouse button moves view point by "dragging" target point<br /> Double click to move view point directly towards target point<br /> Mouse wheel moves view point towards or away from target point<br /> Left + Right mouse buttons rotate view point around the target<br /> Arrow key movement follows ground below view point when possible<br /> Store up to 10 views per track configuration with SHIFT+NUMBER<br /> Recall a stored view with CTRL+NUMBER (or click the button)<br /> Click on a car to follow it / look away to stop following<br /> List of connections is now displayed in SHIFT+U mode<br /> FIX : N key with options on caused overlapping text<br /> <br /> Autocross editor :<br /> <br /> New objects added and all objects are available at all tracks<br /> Maximum number of autocross objects increased to 800 (was 512)<br /> Multiple object selection - press CTRL and click object button<br /> Selection can be deleted, copied (O), moved (M), rotated (,/.)<br /> Object positioning is now accurate (uses mouse target detection)<br /> Less CPU / better checks when adding / moving / deleting objects<br /> Adding / removing autocross objects no longer resets all objects<br /> Prevented mouse camera movement between button click and release<br /> Reduced Z-buffer flickering of chalk objects and pit stop markers<br /> Speed limit no longer enforced if autocross start position exists<br /> Save layout button is now displayed in an SPR (same as in an MPR)<br /> W/E/,/. keys now move values in minimum steps and use auto repeat<br /> FIX : Name of loaded layout now remains or is cleared as expected<br /> FIX : Could click on invisible replay slider when buttons visible<br /> FIX : Could add marshall circles out of bounds (then undeletable)<br /> FIX : High altitude layout objects appeared under ground on load<br /> FIX : Start position sometimes remained active after deleting it<br /> <br /> Open configurations :<br /> <br /> New "drive anywhere" open configs (CTRL in track select screen)<br /> Add checkpoints / barriers to use open configs as race circuits<br /> Checkpoints can now be up to 62 metres wide to include pit lane<br /> Open configs can be selected with text command like /track=SO1X<br /> Custom layouts race progress / history now stored at LFS World<br /> Qualifying / race positions list / blue flags are supported<br /> <br /> Optimisations :<br /> <br /> Frame rate increased - drawing most world objects is much faster<br /> Optimised transparent objects (e.g. fences) to help open configs<br /> Much better frame rate with many autocross objects (faster draw)<br /> Removed continual small memory leaks (materials list corruption)<br /> Number plate generation is much faster, reducing pit-out glitch<br /> <br /> Hotlapping support :<br /> <br /> Tyres section in garage - settings for tyre warmer temperatures<br /> You can load a layout in hotlap mode (may include start position)<br /> NOTE : LFS World hotlaps may include start position - not objects<br /> Hotlapping is possible on open configurations (not for LFS World)<br /> Exit from pits now results in a clean restart to hotlap position<br /> Reliable detection of wall side impacts (e.g. at South City)<br /> Pit stops are no longer available in Hotlapping mode<br /> <br /> Interface :<br /> <br /> Unlock screen now renames unnamed player to user name on exit<br /> Clicking selected track loads that track (like pressing ENTER)<br /> Windows messages processed in a cleaner way (affects key presses)<br /> Mouse movements are processed more efficiently (drag / slide)<br /> FIX : Mouse look info could go off screen in some languages<br /> FIX : An invalid view could be selected when no cars in race<br /> FIX : Meeting room scroll bar was invisible in recent versions<br /> FIX : Occasionally refuelling did not match set amount<br /> <br /> Graphics / Audio :<br /> <br /> Improved display of help text / lesson text / welcome messages<br /> F9 tyre diagram and SHIFT+L suspension diagrams now antialiased<br /> Improved tyre optimisation - no missing parts of deflected tyres<br /> Entry screen logo and frame are now drawn if a dialog box is open<br /> FIX : In Driver Options the driver intersected with world objects<br /> FIX : Reset from behind a barrier at South City could stop sound<br /> FIX : Missing shadow on ground near fences at Autocross track<br /> <br /> Multiplayer :<br /> <br /> Wear limit for changing tyres can be set to 100% (never)<br /> List of hosts can now show hosts you are not licensed to join<br /> Host name is displayed in task bar and window title (if Latin)<br /> Dedicated host window now adds new messages without flickering<br /> Implemented VOB mod protection (physical changes will cause OOS)<br /> Maximum qualifying time increased from 60 minutes to 240 minutes<br /> Host options are now readable when opened from game setup screen<br /> Default host IP address is now 127.0.0.1 (address of local host)<br /> CTRL+SHIFT now displays time and date in all multiplayer replays<br /> Driver sent his / her setup - message is now displayed only once<br /> Removed TCP filter that allowed old versions in the list of hosts<br /> FIX : On joining host, cars not past finish line showed wrong lap<br /> FIX : Some problems resulting from multiple requests to join race<br /> FIX : Pit stop did not end if car was knocked out of the pit lane<br /> FIX : Some crashes that could result from an invalid unlock state<br /> FIX : Some missing images (e.g. track select) caused LFS to crash<br /> FIX : Suspension could incorrectly stay broken on remote computer<br /> FIX : It was possible to get stuck on the track selection screen<br /> FIX : Host restart exploit caused by multiple join packets<br /> FIX : Avoided some possible unauthorised connections<br /> <br /> Text commands :<br /> <br /> New command /ck cancels any kick or ban votes in progress<br /> New command /cv cancels game votes (restart / end / qualify)<br /> Command /modified=yes allows a private host to avoid CP checks<br /> <br /> InSim :<br /> <br /> NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)<br /> New IS_RIP option FULL_PHYS to use full physics when searching<br /> Longer IS_MST now up to 128 chars / specify sound / send to all<br /> Lap timing info added to IS_RST (standard / custom / checkpoints)<br /> New packet IS_CON reports details of contact between two cars<br /> New packet IS_OBH reports information about any object hit<br /> New packet IS_HLV reports incidents that would violate HLVC<br /> New packet IS_PLC sets allowed cars for individual players<br /> New packet IS_AXM to add / remove / clear autocross objects<br /> New packet IS_ACR reports successful or attempted admin commands<br /> OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack<br /> Security : InSim can no longer be initialised from a URL command<br /> FIX : TTime in IS_RIP was wrong in mid-join Multiplayer Replays<br /> FIX : Clutch axis / button was not reported from Controls screen<br /> FIX : IS_BTN did not allow the documented limit of 240 characters<br /> FIX : InSim camera with vertical pitch would cause LFS to crash<br /> FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt<br /> <br /> Track fixes :<br /> <br /> BL : Repaired floating laptop on tool box in first pit garage<br /> SO : Removed a ghostly collision object in South City pit lane<br /> SO : Removed two barriers embedded in tyre wall (Sprint Tracks)<br /> SO : Repaired a sunken barrier closing pit lane (Sprint Track 1)<br /> WE : Fixed the position of the reversed configuration finish line<br /> KY : Removed some barrier end segment errors from Oval / National<br /> <br /> Misc :<br /> <br /> New Ukrainian translation included<br /> Hungarian translations of training lessons updated<br /> CTRL+C now clips the mouse so window size cannot be adjusted<br /> Admin commands from all connections are now logged (if enabled)<br /> If logging is enabled a message is logged when an admin connects<br /> TC Allowed Slip slider now goes up to 20% (previous maximum 10%)<br /> The digit "1" now occupies the same screen space as other digits<br /> On changing allowed cars, disallowed cars now join the spectators<br /> Improved detection of invalid window positions when starting LFS<br /> URL command is now case insensitive - LFS:// or lfs:// both work<br /> Misc options : F9 / F10 accelerometer can be shown as one value<br /> Cruise : current lap is not displayed if lap timing is disabled<br /> Cruise : no need to drive a lap before serving DT / SG penalty<br /> FIX : Racing line did not work again after viewing invalid car<br /> FIX : It was possible to set qualifying on an autocross layout<br /> == 0.6A4 == ''Jun 16, 2011''<br /> <br /> Updated Commands.txt and Autocross.txt<br /> FIX : Small documentation error in InSim.txt (ISP_X / ISF_X)<br /> FIX : Racing line did not work again after viewing invalid car<br /> FIX : MAX ALPHA (unsorted) after adding a lot of chalk objects<br /> <br /> InSim :<br /> <br /> New IS_RIP option FULL_PHYS to use full physics when searching<br /> FIX : TTime in IS_RIP was wrong in mid-join Multiplayer Replays<br /> == 0.6A3 == ''Jun 14, 2011''<br /> <br /> Save layout button is now displayed in an SPR (same as in an MPR)<br /> W/E/,/. keys now move values in minimum steps and use auto repeat<br /> FIX : Name of loaded layout now remains or is cleared as expected<br /> FIX : Select tyre while in objects menu - got wrong tyre colour<br /> FIX : Multiple object rotation system did not work in 0.6A2<br /> == 0.6A2 == ''Jun 13, 2011''<br /> <br /> More updated translations included<br /> Driver sent his / her setup - message is now displayed only once<br /> FIX : Replay OOS error after saving an SPR with autocross objecs<br /> FIX : Crash when "agree" was pressed on the Agreement screen<br /> FIX : Avoided some possible unauthorised connections<br /> == 0.6A1 == ''Jun 10, 2011''<br /> <br /> Autocross editor :<br /> <br /> All autocross objects are now available at all tracks<br /> Multiple object selection - press CTRL and click object button<br /> Selection can be deleted, copied (O), moved (M), rotated (, / .)<br /> Prevented mouse camera movement between button click and release<br /> FIX : Start position sometimes remained active after deleting it<br /> <br /> Open configuration support :<br /> <br /> Random time from red to green lights now works with open configs<br /> It is now possible to start a qualifying session on open configs<br /> <br /> Various :<br /> <br /> All translations have now been updated<br /> CTRL+C now clips the mouse so window size cannot be adjusted<br /> Admin commands from all connections are now logged (if enabled)<br /> If logging is enabled a message is logged when an admin connects<br /> The digit "1" now occupies the same screen space as other digits<br /> Maximum qualifying time increased from 60 minutes to 240 minutes<br /> TC Allowed Slip slider now goes up to 20% (previous maximum 10%)<br /> On changing allowed cars disallowed cars will join the spectators<br /> Improved multiple line text formatting - Japanese training now ok<br /> FIX : It was possible to set qualifying on an autocross layout<br /> <br /> Hotlapping support :<br /> <br /> Tyres section in garage - settings for tyre warmer temperatures<br /> You can load a layout in hotlap mode (may include start position)<br /> NOTE : LFS World hotlaps may include start position - not objects<br /> Hotlapping is possible on open configurations (not for LFS World)<br /> Exit from pits now results in a clean restart to hotlap position<br /> Reliable detection of wall side impacts (e.g. at South City)<br /> Pit stops are no longer available in Hotlapping mode<br /> <br /> Tracks :<br /> <br /> SO : Removed a ghostly collision object in South City pit lane<br /> SO : Removed two barriers embedded in tyre wall (Sprint Tracks)<br /> WE : Fixed the position of the reversed configuration finish line<br /> KY : Removed some barrier end segment errors from Oval / National<br /> <br /> InSim :<br /> <br /> New packet IS_OBH reports information about any object hit<br /> New packet IS_HLV reports incidents that would violate HLVC<br /> New packet IS_PLC sets allowed cars for individual players<br /> New packet IS_AXM to add / remove / clear autocross objects<br /> New packet IS_ACR to report (attempted) admin commands<br /> == 0.5Z34 == ''May 16, 2011''<br /> <br /> FIX : Occasional false collision detections near segment ends<br /> FIX : Endless auto car reset after falling into the underworld<br /> Blue flag detection function for racing on open configurations<br /> Dedicated host window now adds new messages without flickering<br /> KY : No humps / tyres in open configs entering GP Long from Oval<br /> <br /> Translations :<br /> <br /> Greek translation is now up to date for the SHIFT+U mode updates<br /> New Ukrainian translation included for testing (nearly finished)<br /> Hungarian translations of training lessons updated<br /> == 0.5Z33 == ''May 13, 2011''<br /> <br /> Improved wheel contact detection to reduce chance of flying cars<br /> Speed limit no longer enforced if autocross start position exists<br /> All languages updated except Trad. Chinese / Greek / Belarussian<br /> BL : Repaired floating laptop on tool box in the first pit garage<br /> BL : Enabled all the rallycross section barriers in open configs<br /> SO : Repaired a sunken barrier closing pit lane (Sprint Track 1)<br /> SO : Enabled various barriers that were missing from open configs<br /> FE : Enabled contact detection around mini-oval and nearby walls<br /> FE : Enabled a barrier in open configs (at corner near a bridge)<br /> KY : Enabled some barriers at entry / exit to infield / outfield<br /> KY : Enabled speedhumps and tyres at entry to GP Long from Oval<br /> AS : Enabled missing barrier across side road near AS3 chicane<br /> Attempted FIX : Occasionally refuelling did not match set amount<br /> FIX : Momentary loss of TV camera at Fern Bay Club X turn one<br /> == 0.5Z32 == ''May 6, 2011''<br /> <br /> Optimised transparent objects (e.g. fences) to help open configs<br /> Adding / removing autocross objects no longer resets all objects<br /> Much better frame rate with many autocross objects (faster draw)<br /> Reduced Z-buffer flickering of chalk objects and pit stop markers<br /> Custom layouts race progress / history now displayed on LFS World<br /> FIX : On joining host, cars not past finish line showed wrong lap<br /> FIX : SHIFT+U follow mode now stays on car if you rewind a replay<br /> Command /modified=yes allows a private host to avoid CP checks<br /> <br /> InSim :<br /> <br /> Command /cv now only cancels game votes (restart / end / qualify)<br /> OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack<br /> Lap timing info added to IS_RST (standard / custom / checkpoints)<br /> == 0.5Z31 == ''Apr 28, 2011''<br /> <br /> Many translation files have been updated<br /> Connection list is now visible in SHIFT+U mode<br /> Skid marks are now visible on open configurations<br /> Multiplayer : Cars driving far out of bounds are spectated<br /> Race positions list / map car colours now work on open configs<br /> InSim : IS_BTN did not allow documented limit of 240 characters <br /> FIX : False collisions that showed up near pit lanes at Fern Bay<br /> == 0.5Z30 == ''Apr 22, 2011''<br /> <br /> Contact detection and collisions :<br /> <br /> Improved contact detection with road / walls / pit garages<br /> Improved collisions with unmovable objects (e.g. red barriers)<br /> Unmovable objects (e.g. ramps) now have concrete friction level<br /> <br /> SHIFT+U mode :<br /> <br /> New free view mode replaces the old "low" and "high" path modes<br /> Object or ground targeted by the mouse pointer is now detected<br /> Left mouse button moves view point by "dragging" target point<br /> Double click to move view point directly towards target point<br /> Mouse wheel moves view point towards or away from target point<br /> Left + Right mouse buttons rotate view point around the target<br /> Arrow key movement follows ground below view point when possible<br /> Store up to 10 views per track configuration with SHIFT+NUMBER<br /> Recall a stored view with CTRL+NUMBER (or click on the button)<br /> Click on a car to follow it / look away to stop following<br /> Added a new Ramp2 which is the same as Ramp1 but 2.8 metres wide<br /> Ramp1 and Ramp2 are stored in the exe and loaded into all tracks<br /> <br /> Autocross editor :<br /> <br /> Maximum number of autocross objects is now 800 on all tracks<br /> Object positioning is much better - using mouse target detection<br /> Less CPU / better checks when adding / moving / deleting objects<br /> FIX : Could click on invisible replay slider when buttons visible<br /> FIX : Could add marshall circles out of bounds then undeletable<br /> FIX : N key in SHIFT+U with options on caused overlapping text<br /> FIX : High altitude layout objects appeared under ground on load<br /> <br /> Open configurations :<br /> <br /> New "drive anywhere" open configs (CTRL in track select screen)<br /> Open configs can be selected with text command like /track=SO1X<br /> Open configs can be used as racing circuits by adding checkpoints<br /> Checkpoints can now be up to 62 metres wide to include pit lane<br /> <br /> Optimisations :<br /> <br /> Removed continual small memory leaks (materials list corruption)<br /> Number plate generation is much faster - reducing pit-out glitch<br /> Frame rate increased - drawing most world objects is much faster<br /> <br /> Interface :<br /> <br /> Unlock screen now renames unnamed player to user name on exit<br /> Clicking selected track loads that track (like pressing ENTER)<br /> Windows messages processed in a cleaner way (affects key presses)<br /> Mouse movements are processed more efficiently (drag / slide)<br /> FIX : Mouse look info could go off screen in some languages<br /> FIX : An invalid view could be selected when no cars in race<br /> FIX : Meeting room scroll bar was invisible in recent versions<br /> FIX : Text commands could be used to load layout in hotlap mode<br /> <br /> Graphics / Audio :<br /> <br /> Improved display of help text / lesson text / welcome messages<br /> F9 tyre diagram and SHIFT+L suspension diagrams now antialiased<br /> Improved tyre optimisation - no missing parts of deflected tyres<br /> Entry screen logo and frame are now drawn if a dialog box is open<br /> FIX : In Driver Options the driver intersected with world objects<br /> FIX : Reset from behind a barrier at South City could stop sound<br /> FIX : Missing shadow on ground near fences at Autocross track<br /> <br /> Multiplayer :<br /> <br /> Wear limit for changing tyres can be set to 100% (never)<br /> List of hosts can now show hosts you are not licensed to join<br /> Host name is displayed in task bar and window title (if Latin)<br /> Implemented VOB mod protection (physical changes will cause OOS)<br /> Host options are now readable when opened from game setup screen<br /> Default host IP address is now 127.0.0.1 (address of local host)<br /> CTRL+SHIFT now displays time and date in all multiplayer replays<br /> Removed TCP filter that allowed old versions in the list of hosts<br /> FIX : Some problems resulting from multiple requests to join race<br /> FIX : Pit stop did not end if car was knocked out of the pit lane<br /> FIX : Some crashes that could result from an invalid unlock state<br /> FIX : Some missing images (e.g. track select) caused LFS to crash<br /> FIX : Suspension could incorrectly stay broken on remote computer<br /> FIX : Host restart exploit found by Luigi Auriemma (join packets)<br /> <br /> InSim :<br /> <br /> New command /ck cancels any kick or ban votes in progress<br /> New command /cv cancels any votes (kick, ban, restart, etc)<br /> NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)<br /> New collision packet gives details of contact between two cars<br /> Longer IS_MST now up to 128 chars / specify sound / send to all<br /> FIX : Clutch axis / button was not reported from Controls screen<br /> <br /> Misc :<br /> <br /> Misc options : F9 / F10 accelerometer can be shown as one value<br /> Improved detection of invalid window positions when starting LFS<br /> URL command is now case insensitive - LFS:// or lfs:// both work<br /> Security : InSim can no longer be initialised from a URL command<br /> Cruise : no need to drive a lap before serving DT / SG penalty<br /> Cruise : current lap is not displayed if lap timing is disabled<br /> FIX : InSim camera with vertical pitch would cause LFS to crash<br /> FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt<br /> == 0.5Z28 == ''Nov 25, 2009''<br /> <br /> Reduced minimum speed in SHIFT+U mode to 0.1 m/s<br /> FIX : Could not join S1 or S2 host after unlocking in Multiplayer screen<br /> FIX : Multiple host passwords are now stored for local network ip / port<br /> == 0.5Z27 == ''Nov 23, 2009''<br /> <br /> Reduced minimum view height in SHIFT+U mode<br /> Improved reading of host names and passwords from command line<br /> Multiple host passwords are now stored (Join Specific Host screen)<br /> == 0.5Z26 == ''Nov 21, 2009''<br /> <br /> Added support for lfs:// start LFS with command line from web page<br /> Various translation updates<br /> <br /> FIX : It was possible to reset the car while a vote was in progress<br /> FIX : Clicking SPR / MPR did not work if "Load track when starting"<br /> FIX : Help buttons sometimes translated after returning to English<br /> FIX : Two or more dedicated hosts could be started with same port<br /> == 0.5Z25 == ''Oct 28, 2009''<br /> <br /> Improved multiple monitor and curved screen support :<br /> <br /> The number of left and right screens can be manually entered in the View Options screen and you can set the angle between monitors.<br /> <br /> If you specify more than one screen, multiple views are rendered in different directions. This allows much wider fields of view.<br /> <br /> 2 screens - maximum FOV 180 degrees<br /> 3 screens - maximum FOV 270 degrees<br /> 4 or more screens - maximum FOV 360 degrees<br /> <br /> The FOV slider does not set the total field of view. Instead, you set the FOV of the main screen. LFS then calculates each screen's field of view and offset according to your settings.<br /> <br /> Use "Screen angle" setting to specify the angle between monitors.<br /> <br /> Use "View offset" to move the steering wheel off centre.<br /> <br /> There are three separate sets of settings that are used depending on the screen size :<br /> <br /> Screen width 3.75 times the height -> wide mode (default 3 screen)<br /> Screen width 2.5 times the height -> medium mode (default 2 screen)<br /> Otherwise normal (single screen) mode is active (default 1 screen)<br /> <br /> These three sets all have the same available settings but different default values. This is so that if you have a wide screen setup then LFS will still look good when you reduce it to a normal window, because at that point it will automatically use "normal" mode.<br /> <br /> To reproduce the old single projection 3 three screen mode, either - set the number of left and right screens to zero, or - set left and right screens to 1 and set "Screen angle" to zero.<br /> <br /> A curved screen can be supported by setting the number of left and right screens to the maximum of 5 each. This 11 screen setup is an approximate cylindrical projection, ideal for curved screens.<br /> <br /> Various other setups can now be properly supported, for example :<br /> <br /> - A 2 screen setup with side screen at 30 degrees and offset wheel<br /> - A 5 screen setup with each screen at 45 degrees - total FOV 225<br /> - A 3 projector setup with each screen at 90 degrees - total FOV 270<br /> <br /> <br /> Note :<br /> <br /> External views (TV, helicopter and SHIFT+U mode) are always drawn as a single render and usually confined to the 2D interface area.<br /> <br /> Related settings :<br /> <br /> Option to force external views to use full width<br /> Bezel compensation - to allow for the gap between monitors<br /> Screen widths - for centre and side screens with a different width<br /> <br /> Other changes to view system :<br /> <br /> Two button look (left + right) is now double the one button look and this allows up to 180 degrees look (like old versions of LFS).<br /> <br /> Rear look (instant 180 degree view from centre of car) is now the same on all cars (no longer shows a virtual mirror) but is disallowed if the host activates forced cockpit view.<br /> <br /> Driving view Z-buffering improved so you should not usually see missing parts of your seat or the car body when looking around.<br /> <br /> Mouse steer/look/axes now relative to interface (not entire screen)<br /> New command : /view save - save any changes made to a custom view<br /> New command : /view reload - reload a custom view without saving<br /> <br /> Graphics :<br /> <br /> Road cars and virtual dashboard use dashboard light symbols<br /> Added option to set colour of new road car gear LED display<br /> Shift lights removed from all road cars other than RaceAbout<br /> Improved wheel drawing system including rotating brake discs<br /> FBM / XRG / XRT / XRR wheels updated using the new draw system<br /> Included updated liveforspeed.se skins and liveforspeed.ru skins<br /> Headlights and tail lights can now be switched on by pressing '3'<br /> Improved shadows - sharper and ambient shadow effect now included<br /> Slight increase in wheels LOD reduction distance (increases detail)<br /> Increased maximum value of Mirror LOD user setting (default now 0.3)<br /> FIX : Physics objects & smoke can now be seen through your windscreen<br /> FIX : Turn signals were switched off if car received any damage<br /> FIX : Lightmap (lighting on cars) was positioned inaccurately<br /> FIX : MRT5 gear indicator and fuel gauge are now visible<br /> <br /> List of Hosts :<br /> <br /> List is produced much faster (by using UDP instead of TCP)<br /> Host options are displayed after clicking on a host to join<br /> Improved order of "sort by version number" option (V column)<br /> Number of cars in race and maximum are displayed for each host<br /> Page up / page down / home / end keys now move through the list<br /> Improved layout, appearance and options filters (with descriptions)<br /> FIX : No response in List of Hosts after failing to join a host<br /> FIX : Closing X connects message when trying to return to menu<br /> <br /> Interface :<br /> <br /> Click car arrow on small map to view that car<br /> Blue and yellow flags removed from cruise mode<br /> Connections list is now shown in alphabetical order<br /> Click name in race position list to view that player's car<br /> New key : SHIFT+Z to show the mouse cursor when it would be hidden<br /> V / TAB / P / HOME / F1 / F2 / F3 / F / SHIFT+M / N work in options<br /> Window size and position now restored after full screen or exit LFS<br /> Direction to turn and speed limit is shown when leaving pit garage<br /> Unlock screen : new "clear" button to remove name and password<br /> New text command /showmouse [yes/no] does the same as SHIFT+Z<br /> FIX : It was possible to start a replay during an active vote<br /> FIX : F12 tyre display for remote car could go off screen<br /> FIX : Central message sub-text disappeared in escape menu<br /> FIX : Player name was wrong in entry screen after replay<br /> FIX : Skin names containing a '.' could not be loaded<br /> <br /> Autocross :<br /> <br /> New key : SHIFT+O to enter options from SHIFT+U mode<br /> Smoother view adjustment with left mouse button while following car<br /> FIX : Autocross editor buttons were wrongly scaled with the interface<br /> FIX : Selected object in editor vanished behind anything transparent<br /> FIX : Could cross finish line without passing all route checkers<br /> FIX : Autocross route checkers only worked for one lap<br /> <br /> Translations :<br /> <br /> Included new Latin American Spanish translation<br /> Korean, Spanish and Slovenian training lessons<br /> <br /> Multiplayer :<br /> <br /> Progress indicator for skin downloads while joining a host<br /> New message from host replaces "Did not receive guest info"<br /> FIX : Added checks to prevent guests joining with no user name or ID<br /> FIX : OOS starting race after joining autocross host in entry screen<br /> FIX : Dedicated host did not save skins used in MPR (for downloads)<br /> <br /> Misc :<br /> <br /> Implemented ABS brakes in XRG / RB4 / FXO / XRT / FZ5<br /> Misc option "Shadow generation" to select optimal shadow draw<br /> OutGauge : Dashboard lights reported in new OutGaugePack fields<br /> InSim : Traction Control and ABS are now reported in IS_NPL packet<br /> InSim : New packets to start / search replays and take screenshots<br /> FIX : LFS could crash when many cars were in view (e.g. during MPR)<br /> FIX : Mouse steering was stuck on full lock after minimising window<br /> FIX : Vista 64 power save switched off monitor in full screen mode<br /> FIX : Short cuts were possible in slalom course training lesson<br /> FIX : Follower view angle setting changed when LFS restarted<br /> FIX : MPR buffer overflow vulnerability (thanks to muhaa)<br /> FIX : Crash in game setup screen after removing a player<br /> == 0.5Z24 == ''Oct 27, 2009''<br /> <br /> List of Hosts : Improved layout and cars / options filters<br /> List of Hosts : Page up / page down / home / end keys work<br /> Host options are displayed on Join Specific Host screen<br /> Added option to set colour of road car gear LED display<br /> == 0.5Z22 == ''Oct 23, 2009''<br /> <br /> Included Korean translation of training lessons<br /> Much faster List of Hosts (by using UDP instead of TCP)<br /> Z22 hosts display number of and maximum cars in List of Hosts<br /> Included updated liveforspeed.se skins and liveforspeed.ru skins<br /> XRG / XRT / XRR wheels updated using the new wheel drawing system<br /> FIX : It was possible to start a replay while a vote was active<br /> == 0.5Z20 == ''Oct 17, 2009''<br /> <br /> FIX : Z19 problems going full screen in some versions of Windows<br /> == 0.5Z19 == ''Oct 16, 2009''<br /> <br /> Updates :<br /> <br /> Road car dashboards updated to use dashboard light symbols<br /> Shift lights removed from all road cars other than RaceAbout<br /> OutGauge : Dashboard lights reported in new OutGaugePack fields<br /> Included "Latino" translation : South American / Mexican Spanish<br /> New command : /view reload - reload a custom view without saving<br /> New command : /view save - save any changes made to a custom view<br /> Mouse steer/look/axes now relative to interface (not entire screen)<br /> Window size and position now restored after full screen or exit LFS<br /> Cleaned up code : window create / resize / switch to full screen<br /> <br /> Fixes :<br /> <br /> FIX : Car shake when following in SHIFT+U mode with above 100 fps<br /> FIX : Roll in SHIFT+U mode was not reported in InSim IS_CPP packet<br /> FIX : Car shake when using left mouse in SHIFT+U to adjust position<br /> FIX : Full width external views option was not saved in config file<br /> FIX : Dedicated host did not save skins used in MPR (for downloads)<br /> FIX : SoftTH users could not click side screen interface buttons<br /> FIX : Overhead text (driver names) appeared too late in mirrors<br /> FIX : Zoom keys could change screen angle setting (now limited)<br /> FIX : LX4 number plate no longer intersects with spare tyre<br /> == 0.5Z18 == ''Oct 11, 2009''<br /> <br /> Changes in the multiple monitor support system :<br /> <br /> New slider : Screen angle - to set the angle between monitors<br /> New slider : View offset - to move the steering wheel off centre<br /> <br /> The FOV slider no longer sets the total FOV. Instead, you set the<br /> FOV of the main screen. LFS then calculates all the necessary<br /> fields of view and offsets per screen according to your settings.<br /> <br /> This allows a much wider range of setups. You can use a wider<br /> field of view without needing to set your monitors to an extreme<br /> angle. The new settings also make a dual monitor setup usable.<br /> <br /> Other updates :<br /> <br /> Option to force external views to use full width<br /> Connections list is now shown in alphabetical order<br /> New key : SHIFT+Z to show the mouse cursor when it would be hidden<br /> Names in race position list can now be clicked to view that player<br /> Slight increase in wheels LOD reduction distance (increases detail)<br /> Increased maximum value of Mirror LOD user setting (default now 0.3)<br /> New text command /showmouse [yes/no] does the same as SHIFT+Z<br /> <br /> Fixes :<br /> <br /> FIX : A crash if a car drove outside the path area (no camera found)<br /> FIX : Central message sub-text disappeared if escape menu was active<br /> FIX : Flicker using roll function in SHIFT+U mode above 100 fps<br /> FIX : LOD was wrongly affected by the previous rendered image<br /> FIX : A debug message appeared when changing the AA setting<br /> <br /> KNOWN ISSUES :<br /> <br /> LX4 number plate intersects with spare tyre<br /> SHIFT+U mode : "follow car" with frame rate above 100 fps, the observed car appears to shake (if moving)<br /> == 0.5Z17 == ''Oct 3, 2009''<br /> <br /> Fixed tyre related multiplayer OOS / JOOS bug found in Z16<br /> Bezel compensation remained active even when not applicable<br /> <br /> KNOWN ISSUES :<br /> <br /> LX4 number plate intersects with spare tyre<br /> == 0.5Z16 == ''Oct 2, 2009''<br /> <br /> Improved multiple monitor and curved screen support :<br /> <br /> The number of left and right screens can be manually entered in the<br /> View Options screen.<br /> <br /> If you specify more than one screen, multiple views are rendered in<br /> different directions. This allows much wider fields of view.<br /> <br /> 2 screens - maximum FOV 180 degrees<br /> 3 screens - maximum FOV 270 degrees<br /> 4 or more screens - maximum FOV 360 degrees<br /> <br /> As before, there are two separate sets of settings. Wide mode<br /> becomes active when the screen width is 3 or more times the height.<br /> Normal mode and wide mode have all the same settings, but normal<br /> mode defaults to 1 screen, while wide mode defaults to 3 screens.<br /> <br /> The old single projection 3 three screen mode can be reproduced by<br /> setting the number of left and right screens to zero.<br /> <br /> A curved screen can be supported by setting the number of left and<br /> right screens to the maximum of 5 each. This 11 screen setup is<br /> an approximate cylindrical projection, ideal for curved screens.<br /> <br /> Various other setups can now be properly supported, for example :<br /> <br /> - A 5 screen setup with each screen at 45 degrees - total FOV 225<br /> - A 3 projector setup with each screen at 90 degrees - total 270<br /> <br /> Other new settings :<br /> <br /> Bezel compensation - allows for the gap between monitors<br /> Screen widths - for centre and side screens with a different width<br /> <br /> Note :<br /> <br /> External views (TV, helicopter and SHIFT+U mode) are always drawn as<br /> a single render and confined to the same area as the 2D interface.<br /> <br /> Other changes to view system :<br /> <br /> Two button look (left + right) is now double the one button look and<br /> this allows up to 180 degrees look (like old versions of LFS).<br /> <br /> Rear look (instant 180 degree view from centre of car) is now the<br /> same on all cars (no longer shows a virtual mirror) but is disallowed<br /> if the host activates forced cockpit view.<br /> <br /> Cockpit view Z-buffering has improved so you should not usually see<br /> missing parts of your seat or the car body when looking around.<br /> <br /> Other updates :<br /> <br /> Click car arrow on small map to view that car<br /> Included Slovenian translation of training lessons<br /> New key : SHIFT+O to enter options from SHIFT+U mode<br /> Pit speed limit is now shown below the pit direction arrow<br /> Misc option "Shadow generation" replaces Z15 test shadows key<br /> Headlights and tail lights can now be switched on by pressing '3'<br /> V / TAB / P / HOME / F1 / F2 / F3 / F / SHIFT+M / N work in options<br /> Virtual dash uses symbols (soon to be implemented on real dashboards)<br /> <br /> Fixes :<br /> <br /> FIX : Pit lane arrow is now only shown in driving views<br /> FIX : Pit lane arrow was shown even when car was going the right way<br /> FIX : Autocross editor buttons were wrongly scaled with the interface<br /> FIX : Physics objects & smoke can now be seen through your windscreen<br /> FIX : Selected object in editor vanished behind anything transparent<br /> FIX : Turn signals were switched off if car received any damage<br /> FIX : Crash in game setup screen after removing a player<br /> == 0.5Z15 == ''Jul 8, 2009''<br /> <br /> FIX : Pit exit indicator was a square in double byte languages<br /> FIX : Rim / tyre polygon alignment was wrong (left wheels FXO / UF1)<br /> FIX : Pitlane exit direction arrows did not work in training lessons<br /> FIX : MPR buffer overflow vulnerability (reported by muhaa - thanks)<br /> FIX : Could cross finish line without passing all route checkers<br /> FIX : Skin names containing a '.' could not be loaded in LFS<br /> FIX : Colour extended into skin download progress indicator<br /> FIX : F12 tyre display for remote car could go off screen<br /> FIX : MRT5 gear indicator and fuel gauge are now visible<br /> FIX : Short cuts were possible in slalom course training<br /> FIX : Autocross route checkers only worked for one lap<br /> <br /> TEST key added for Wine users. The new shadows are known to go<br /> wrong when LFS is run using Wine on a Linux computer. Press SHIFT+K<br /> to try out a test version to see if it makes any difference.<br /> On Windows computers, the test version is slightly slower.<br /> <br /> KNOWN ISSUES :<br /> <br /> LX4 number plate goes through spare tyre<br /> == 0.5Z13 == ''Jul 8, 2009''<br /> <br /> New message from host replaces "Did not receive guest info"<br /> Progress indicator for skin downloads while joining a host<br /> Improved order of sort by version number in List of Hosts<br /> Unlock screen clear button to remove name and password<br /> Direction to turn is shown when leaving pit garage<br /> Blue and yellow flags removed from cruise mode<br /> Removed Español Latino translation<br /> <br /> FIX : LFS could crash when many cars were in view (e.g. during MPR)<br /> FIX : Vista 64 power save switched off monitor in full screen mode<br /> FIX : No response in List of Hosts after failing to join a host<br /> FIX : Lightmap (lighting on cars) was positioned inaccurately<br /> FIX : Follower view angle setting changed when LFS restarted<br /> FIX : Closing X connects (message in List of Hosts screen)<br /> FIX : Shine on wheels flickered while editing wheel colour<br /> FIX : ABS now works in reverse<br /> <br /> KNOWN ISSUES :<br /> <br /> LX4 number plate goes through spare tyre<br /> == 0.5Z10 == ''Dec 29, 2008''<br /> <br /> FIX : Mouse steering was stuck on full lock after minimising window<br /> == 0.5Z9 == ''Dec 21, 2008''<br /> <br /> FIX : Online statistics were not sent to LFS World<br /> FIX : Random FZ5 setups were saved to the setups folder<br /> FIX : View shake system missed high frequency information<br /> == 0.5Z8 == ''Dec 18, 2008''<br /> <br /> ATTEMPTED FIX : Flickering shadow outline on some graphics drivers<br /> <br /> KNOWN ISSUES :<br /> <br /> LX4 number plate goes through spare tyre<br /> Flickering wheel colour when changing rim colour<br /> <br /> CAN'T REPRODUCE :<br /> <br /> Mouse steering only full lock after SHIFT+F4<br /> == 0.5Z7 == ''Dec 18, 2008''<br /> <br /> InSim : Traction Control and ABS are now reported in IS_NPL packet<br /> FIX : Setup related multiplayer OOS bugs affecting test patch users<br /> == 0.5Z6 == ''Dec 18, 2008''<br /> <br /> ABS brakes removed from XF GTI<br /> FIX : Crash in D3D8.dll (related to shadows)<br /> <br /> KNOWN ISSUES :<br /> <br /> LX4 number plate goes through spare tyre<br /> Flickering wheel colour when changing rims colour<br /> Shadows have a flickering outline on some graphics cards<br /> <br /> CAN'T REPRODUCE :<br /> <br /> Mouse steering only full lock after SHIFT+F4<br /> == 0.5Z5 == ''Dec 14, 2008''<br /> <br /> New language included : Español Latino (still need to add a flag)<br /> FIX : Crash on closing LFS from multiplayer while tyres displayed<br /> Probable fix for shadow stretching bug on some graphics cards<br /> Possible fix for an apparently random crash in D3D8.dll<br /> == 0.5Z4 == ''Dec 13, 2008''<br /> <br /> Attempted fix for polygon errors seen on some graphics cards<br /> FIX : It was impossible to join an online race with a demo car<br /> == 0.5Z3 == ''Dec 13, 2008''<br /> <br /> Updated wheels on Formula BMW<br /> Implemented ABS brakes in XFG / XRG / RB4 / FXO / XRT / FZ5<br /> Improved wheel drawing system including rotating brake discs<br /> Improved shadows - sharper and ambient shadow effect now included<br /> InSim : New packets to start / search replays and take screenshots<br /> FIX : Player name was wrong in entry screen on entry or after replay<br /> FIX : Added checks to prevent guests joining with no user name or ID<br /> FIX : OOS starting race after joining autocross host in entry screen<br /> == 0.5Z == ''Jul 2, 2008''<br /> <br /> Graphics :<br /> <br /> updated interiors in FOX / FO8 / XF and XR (GTR and road) cars<br /> Improved frame rates - subobjects now use hardware vertex shading<br /> Improved sky rendering - less distortion, small frame rate increase<br /> Smarter level of detail calculations for best detail and frame rate<br /> Driver names are now directly above car with no acceleration offset<br /> Antialiasing and anisotropic filtering support in Graphics Options<br /> Mirrors with horizontal offset applied now stay inside windscreen<br /> JPG advert textures now used in all tracks (folder : data\pic)<br /> Improved control of mip bias : 4 sliders in Graphics Options<br /> Graphical and audio dynamic lod reductions are now instant<br /> Increased maximum number of car shadows from 8 to 16<br /> Antialiased virtual start lights and steering gauge<br /> FIX : RB4 dashboard wrong in left hand drive mode<br /> <br /> Physics :<br /> <br /> XF GTR now has a sequential gearbox with ignition cut<br /> Wind speeds and variations are now more moderate / less wild<br /> Small improvements to default setups of XR Turbo / XR GTR / XF GTR<br /> Moved and lowered centre of gravity in GTR cars for better handling<br /> Lowered centre of gravity and updated rear suspension of XRT and RB4<br /> <br /> Replays :<br /> <br /> Escape menu and options now available during a multiplayer replay<br /> Replay controls & timeline visible with mouse at bottom of screen<br /> SP and MP replays now loop unless started by /mpr or /spr commands<br /> External replay starting now works from replay screen or in replay<br /> FIX : Paused indicator is now shown when paused at start of replay<br /> FIX : Hang if escape menu was open at the end of a non-looping SPR<br /> FIX : Could get stuck leaving a paused MPR while guest connecting<br /> FIX : LFS wrongly allowed replay after adding AI in single player<br /> <br /> Licensed demo racers system :<br /> <br /> Demo racers now need a user name and GAME password to go online<br /> Unified List of Hosts - S2 users can all Demo / S1 / S2 hosts<br /> Demo / S1 racers can see all hosts running Demo / S1 content<br /> Demo racers now automatically download skins but not upload<br /> <br /> Double byte character support :<br /> <br /> Included Chinese, Japanese and Korean translations<br /> Selectable fonts for these languages in Game Options<br /> Input method editor support including candidate lists<br /> IME automatically switched on and off in text entry dialog<br /> Input language is shown when editing text (white if IME active)<br /> Name of active Chinese input method is shown (but not in Vista)<br /> <br /> Translations support :<br /> <br /> New Bulgarian translation including training lessons<br /> Added flags beside names of translations in Game Options<br /> New and updated training lesson translations in various languages<br /> Tips section in training can have more lines if purpose is not full<br /> FIX : Host welcome text was displayed in local code page (now Latin)<br /> FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)<br /> FIX : Code page error on List of Hosts after changing language<br /> FIX : Corrupted in-game text after changing language<br /> <br /> Interface :<br /> <br /> Faster text drawing system improves frame rate<br /> Separate text entry field for AI number plates<br /> Various minor graphical improvements in the interface<br /> Improved filter (16 bit / 32 bit / all) in Screen Options<br /> Network debug messages are no longer sent in InSim packets<br /> Interface improvements including updated entry screen and options<br /> Text input box is now drawn above user messages so easier to type<br /> Hotlapping in demo version - user name is now stored in the replay<br /> Controls setup now includes sensitivity multipliers for mouse axes<br /> Auto mode switching so F9 to F12 / N / SHIFT+L work even if hidden<br /> Line breaks in help text and lesson text now depend on actual width<br /> Success or failure message is now shown for one second after CTRL+S<br /> New game setup screen info message "X removed Y from the start grid"<br /> FIX : In some rare cases SHIFT+U mode did not move with an arrow key<br /> FIX : Changing gear shift type while driving made SPR go out of sync<br /> FIX : Enter pits "Could not load colours" after renaming car colours<br /> FIX : Autocross / drag can no longer be selected in hotlapping mode<br /> FIX : It was possible to join a race with same name as an AI driver<br /> FIX : Disabled various text commands from training (including /ai)<br /> FIX : Sometimes incorrect message "Road tyres on rallycross track"<br /> FIX : Code page of text when adding a new music track in channels<br /> FIX : OutGauge and OutSim are no longer closed by starting InSim<br /> FIX : Info button in List of Hosts showed laps instead of hours<br /> FIX : Wall riding was possible on soft walls at South City<br /> FIX : Command /entry did not work while watching a replay<br /> FIX : ALT+F4 did not exit LFS from a training lesson<br /> <br /> Multiplayer :<br /> <br /> Dedicated host and network debug show connecting guest IP<br /> New command /ndebug=no/yes to switch off/on network debug<br /> New option /lytdir allows dedicated hosts to specify layout folder<br /> On local network hosts only - false start no longer causes spectate<br /> FIX : Admin could crash dedicated host by mistake with some commands<br /> FIX : Host name code page error after clicking '?' in List of Hosts<br /> FIX : Inaccurate remote cars lap time after passing a split in MPR<br /> FIX : False message : Your skin was not found at www.lfsworld.net<br /> FIX : Joining a host with same name AI resulted in Join OOS<br /> FIX : Rapid /ai command could exceed number of cars allowed<br /> FIX : Rapid /ai NAME command resulted in AI with same name<br /> FIX : User could spam TCP requests causing overload<br /> FIX : Skin name buffer overflow exploit<br /> <br /> Misc :<br /> <br /> Added output frequency and slip fraction to the RAF file output<br /> Documentation references to '<' / '>' keys changed to ',' / '.'<br /> InSim : A LAG bit is now available in the MCI CompCar structure<br /> InSim : MCI packets are now sent at regular game update intervals<br /> Improved cfg.txt Music Dir option (specifies folder for ogg files)<br /> All paths (including reversed configs) now included (in SMX folder)<br /> FIX : Removed continual memory allocations in car shadow processing<br /> FIX : Number of AI now correctly limited when using the /ai command<br /> FIX : Updated car scripts XFR.lfs / FXR.lfs / XRR.lfs (sequential)<br /> FIX : Ban statistic was sent when attempting to ban a host by /ban<br /> FIX : AI could decide to refuel too late at tracks with one split<br /> FIX : Low ASCII characters can no longer be read from text files<br /> FIX : Could select invalid configuration and weather in cfg.txt<br /> <br /> Known issues :<br /> <br /> Stray pixels at texture edges increased by AA / AF<br /> Dedicated host does not display double byte characters<br /> Name of active Chinese input method is not shown in Vista<br /> == 0.5Y32 == ''Jul 1, 2008''<br /> <br /> Included Bulgarian training lessons<br /> Slightly brighter red is now used for shift lights<br /> FIX : Auto saved first time intro replay was obsolete<br /> FIX : An issue in the unlocked status detection system<br /> FIX : Some in-game text was displayed in car selection screen<br /> FIX : Z clipping problem when looking sideways in XFG with FOV @ 90<br /> FIX : Message spamming if unlock level insufficient for cars in grid<br /> FIX : In some rare cases SHIFT+U mode did not move with an arrow key<br /> FIX : It was possible to join a race with same name as an AI driver<br /> FIX : SHIFT+U mode view position moved on entering player options<br /> FIX : It was possible to partially enter pits from SHIFT+U mode<br /> == 0.5Y31 == ''Jun 30, 2008''<br /> <br /> Included Bulgarian translation<br /> ENTER key now works as "unlock" in the unlocking screen<br /> Various fixes for graphical model errors in XF / XR / FOX / FO8<br /> Small improvements to default setups of XR Turbo / XR GTR / XF GTR<br /> Text on racing dashboards is now all English (was mixed languages)<br /> FIX : Changing gear shift type while driving made SPR go out of sync<br /> == 0.5Y30 == ''Jun 27, 2008''<br /> <br /> Updated interiors in XF and XR (GTR and road) cars<br /> Formula XR and Formula V8 also have updated interiors<br /> Wind speeds and variations are now more moderate / less wild<br /> Moved and lowered centre of gravity in GTR cars for better handling<br /> Lowered centre of gravity and updated rear suspension of XRT and RB4<br /> FIX : FPS display could overlap editor keys in SHIFT+U mode<br /> FIX : RB4 dashboard went wrong in left hand drive mode<br /> FIX : User could spam TCP requests causing overload<br /> <br /> == 0.5Y24 == ''Jun 20, 2008''<br /> <br /> Translations : Included Croatian training lessons + Czech docs<br /> InSim : A LAG bit is now available in the MCI CompCar structure<br /> InSim : MCI packets are now sent at regular game update intervals<br /> Mirrors with horizontal offset applied now stay inside windscreen<br /> Small optimisations should reduce glitch on pit exit a little more<br /> Success or failure message is now shown for one second after CTRL+S<br /> FIX : Missing shine on some car parts when entering garage screen<br /> FIX : Extreme model deformation on changing name with damaged car<br /> FIX : Corrupted car models after quick loading with no textures<br /> FIX : AI could decide to refuel too late at tracks with one split<br /> FIX : Non-graphical instance of LFS would crash if AA was enabled<br /> FIX : Host name code page error after clicking '?' in List of Hosts<br /> FIX : LFS wrongly allowed replay after adding AI in single player<br /> <br /> == 0.5Y22 == ''Jun 8, 2008''<br /> <br /> FIX : Crash when entering SHIFT+U mode in certain circumstances<br /> == 0.5Y21 == ''Jun 7, 2008''<br /> <br /> Improved frame rates - subobjects now use hardware vertex shading<br /> Improved sky rendering - less distortion, small frame rate increase<br /> Smarter level of detail calculations for best detail and frame rate<br /> On local network hosts only - false start no longer causes spectate<br /> Driver names are now directly above car with no acceleration offset<br /> Controls setup now includes sensitivity multipliers for mouse axes<br /> FIX : Invisible scenery after paused fast forward in SHIFT+U mode<br /> FIX : Inaccurate remote cars lap time after passing a split in MPR<br /> FIX : Look buttons and rotate view did not work during a paused MPR<br /> FIX : SHIFT+C (controllers) SHIFT+W (sound) keys now work in replay<br /> FIX : Replay time bar keeps its clicked width while fast forwarding<br /> FIX : In paused replay , and . keys performed two functions at once<br /> FIX : Autocross / drag can no longer be selected in hotlapping mode<br /> FIX : Host name code page error after clicking name in List of Hosts<br /> FIX : Enter pits "Could not load colours" after renaming car colours<br /> FIX : It was possible to move the default colour slider bars in pits<br /> FIX : Two button clicks in one frame could be bad - now not possible<br /> == 0.5Y20 == ''May 22, 2008''<br /> <br /> Increased maximum number of car shadows from 8 to 16<br /> MPR fast forwarding is now approximately five times quicker<br /> Added output frequency and slip fraction to the RAF file output<br /> Documentation references to '<' / '>' keys changed to ',' / '.'<br /> Replay controls appear when mouse is over them or start of replay<br /> Connections / race positions / pedals are visible beside controls<br /> Auto mode switching so F9 to F12 / N / SHIFT+L work even if hidden<br /> FIX : ALT+F4 did not exit LFS from a training lesson<br /> FIX : Command /entry did not work while watching a replay<br /> FIX : Slider action is now cancelled on pressing ESC, T, etc.<br /> FIX : Replay controls appeared for a moment at start of intro<br /> FIX : Replay controls were shown during training lesson replay<br /> FIX : Replay OOS error now breaks out of fast forwarding state<br /> FIX : Mirror position correction was missed in load of most cars<br /> FIX : Escape from car select screen resulted in black backgrounds<br /> FIX : Replay destination was wrong in MPR of already started race<br /> FIX : Could get stuck leaving a paused MPR while guest connecting<br /> FIX : Disabled various text commands from training (including /ai)<br /> FIX : Paused indicator is now shown when paused at start of replay<br /> FIX : Sky / sea / default ground was black with wide screen effect<br /> FIX : SHIFT+U visible objects list is now updated after forwarding<br /> FIX : Ban statistic was sent when attempting to ban a host by /ban<br /> FIX : Error message spamming when moving a default setup slider bar<br /> FIX : Mouse look deactivated if mouse available (even if invisible)<br /> == 0.5Y19 == ''Apr 16, 2008''<br /> <br /> Replays :<br /> <br /> Escape menu and options now available during a multiplayer replay<br /> Replay controls & timeline visible when mouse moves during replay<br /> SP and MP replays now loop unless started by /mpr or /spr commands<br /> External replay starting now works from replay screen or in replay<br /> FIX : Hang if escape menu was open at the end of a non-looping SPR<br /> <br /> Interface :<br /> <br /> Interface improvements including updated entry screen and options<br /> Hotlapping in demo version - user name is now stored in the replay<br /> FIX : Code page of text when adding a new music track in channels<br /> FIX : Info button in List of Hosts showed laps instead of hours<br /> <br /> Misc :<br /> <br /> New option /lytdir allows dedicated hosts to specify layout folder<br /> Improved cfg.txt Music Dir option (specifies folder for ogg files)<br /> All paths (including reversed configs) now included (in SMX folder)<br /> FIX : Updated car load scripts FXR.lfs and XRR.lfs (now sequential)<br /> FIX : Removed continual memory allocations in car shadow processing<br /> FIX : Number of AI not correctly limited when using the /ai command<br /> == 0.5Y18 == ''Apr 16, 2008''<br /> <br /> Licensed demo racers system and unified List of Hosts<br /> Demo / S1 racers can see all hosts with Demo / S1 content<br /> Demo racers can see downloaded low-res skins (but not upload)<br /> FIX : OutGauge and OutSim are no longer closed by starting InSim<br /> FIX : False message : Your skin was not found at www.lfsworld.net<br /> FIX : Code page issues in meeting room text<br /> <br /> Known issues :<br /> <br /> Stray pixels at texture edges increased by AA / AF<br /> Dedicated host does not display double byte characters<br /> Name of active Chinese input method is not shown in Vista<br /> == 0.5Y16 == ''Apr 10, 2008''<br /> <br /> JPG advert textures now used in all tracks (folder : data\pic)<br /> Tips section in training can have more lines if purpose is not full<br /> Translated lesson names in Brazilian, Japanese, Czech and Lithuanian<br /> FIX : Ping "ms" string in List of Games was shown in wrong code page<br /> FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)<br /> == 0.5Y15 == ''Apr 5, 2008''<br /> <br /> Reduced stray pixels at edges of textures<br /> Improved the colours of various language flags<br /> Antialiased virtual start lights and steering guage<br /> Translatable lesson names - start text file with @Lesson Name<br /> FIX : Code page error on List of Hosts after changing language<br /> FIX : Sometimes incorrect message "Road tyres on rallycross track"<br /> FIX : Unused mirrors / dashboards corrupted on changing AA setting<br /> FIX : Host welcome text was displayed in local code page (now Latin)<br /> FIX : Script / setup file read : high ASCII / double byte characters<br /> == 0.5Y14 == ''Mar 18, 2008''<br /> <br /> Full-scene antialiasing is now supported in Graphics Options<br /> Graphical and audio dynamic lod reductions are now instantaneous<br /> FIX : Fences at Blackwood used the road surface mip bias setting<br /> FIX : NVidia cards lost mip bias settings on changing screen size<br /> FIX : Crash on pressing SHIF+F5 to reload language in help screen<br /> <br /> Known issues :<br /> <br /> Russian and Slovenian flags appear to be radioactive<br /> Dedicated host does not display double byte characters<br /> Name of active Chinese input method is not shown in Vista<br /> == 0.5Y13 == ''Mar 14, 2008''<br /> <br /> Added support for anisotropic filtering in Game Options<br /> Improved control of mip bias : 4 sliders in Game Options<br /> Improved filter (16 bit / 32 bit / all) in Screen Options<br /> Path edges in track selection screen now appear smooth<br /> Improved lesson description blocks width and spacing<br /> FIX : Multiplayer in-game text often appeared blurred<br /> FIX : Unnecessary message "Could not get input context"<br /> FIX : Double byte AI number plates in overtaking lesson<br /> <br /> Known issues :<br /> <br /> Russian and Slovenian flags appear to be radioactive<br /> Dedicated host does not display double byte characters<br /> Name of active Chinese input method is not shown in Vista<br /> == 0.5Y12 == ''Mar 1, 2008''<br /> <br /> FIX : Texture issue and crash caused by a change in Y11<br /> == 0.5Y11 == ''Feb 29, 2008''<br /> <br /> Name of active Chinese input method is now shown (but not in Vista)<br /> New game setup screen info message "X removed Y from the start grid"<br /> FIX : Speedo and tacho numbers and text appeared above the needle<br /> FIX : Low ASCII characters can no longer be read from text files<br /> FIX : Previously missing fonts should now appear in the list<br /> FIX : Repeating message "could not get input context"<br /> == 0.5Y10 == ''Feb 12, 2008''<br /> <br /> Network debug messages are no longer sent in InSim packets<br /> Chinese IME now shows language in black when IME is not active<br /> Text input box is now drawn above user messages so easier to type<br /> Small change to list of fonts may possibly make more fonts visible<br /> Line breaks in help text and lesson text now depend on actual width<br /> FIX : Admin could crash dedicated host by mistake with some commands<br /> == 0.5Y9 == ''Feb 9, 2008''<br /> <br /> Included Japanese lesson translations<br /> FIX : Corrupted text in top left corner after changing language<br /> FIX : Corrupted "finished" at top right after changing language<br /> FIX : Increased character buffer size to 4096 on screen at once<br /> FIX : Character analysis now ensures that fonts are a good size<br /> FIX : Wide characters in some fonts could acquire stray pixels<br /> FIX : Ping column in Simplified Chinese could become corrupted == 0.5Y8 == ''Feb 8, 2008''<br /> <br /> Double byte character support :<br /> <br /> Included Chinese, Japanese and Korean translations<br /> Selectable font for these languages in Game Options<br /> Input Method Editor support including candidate lists<br /> IME automatically switched on and off in text entry dialog<br /> Input language is shown when editing text (white if IME active)<br /> <br /> Interface :<br /> <br /> Faster text drawing system improves frame rate<br /> Separate text entry field for AI number plates<br /> Welcome screen now has three language columns<br /> Added flags beside names of translations<br /> <br /> Multiplayer :<br /> <br /> New command /ndebug=no/yes to switch off/on network debug<br /> Dedicated host and network debug show connecting guest IP<br /> FIX : Rapid /ai NAME command resulted in AI with same name<br /> FIX : Rapid /ai command could exceed number of cars allowed<br /> FIX : Joining a host with same name AI resulted in Join OOS<br /> FIX : Skin name buffer overflow exploit<br /> <br /> Fixes :<br /> <br /> FIX : Wall riding was possible on soft walls at South City<br /> FIX : Select invalid configuration and weather in cfg.txt<br /> FIX : Replay could open reversed configuration in DEMO<br /> == 0.5Y == ''Dec 21, 2007''<br /> <br /> [b]Changes from X10 to Y :[/b]<br /> <br /> Content :<br /> <br /> New demo car : Formula BMW FB02<br /> Removed XR GT Turbo car from demo<br /> Chicane route added to South City<br /> <br /> AI :<br /> <br /> AI can now drive faster and can deal with changing car<br /> AI can drive out of pit garage for qualify or practice<br /> Can now make pit stops for fuel / damage / must pit rule<br /> No longer stop and reset to repair their car (pit instead)<br /> Save and load functions for start grid in single player<br /> <br /> Physics :<br /> <br /> Engine moment of inertia increased in all cars<br /> Handbrake is now applied at the start in hotlap mode<br /> Gear change auto throttle cut and blip options removed<br /> Manual clutch is now fully manual and engines can stall<br /> Improved simulation of sequential and h-pattern gearboxes<br /> Live anti roll and brake balance only allowed on race cars<br /> Redline rpm and rev limiter rpm point reduced in all cars<br /> RB4 - reduced mass by 18 kg / FXO - reduced tyre width<br /> FXO GTR - reduced mass by 20 kg to improve GTR balance<br /> GTR class also balanced by engine / gearboxes changes<br /> Racing tyres generate more heat and wear more quickly<br /> Clutch overheating system and display in F9 / F10<br /> FIX : Error in position of wind resistance centre<br /> <br /> South City :<br /> <br /> Many graphical updates and new configuration added<br /> Kerb construction modified making wall collisions safer<br /> JPG textures now used for adverts (data\pic\SO_ADSx.jpg)<br /> <br /> Blackwood :<br /> <br /> Modified chicane and section after main straight<br /> Slightly narrower track and various graphical updates<br /> JPG textures now used for adverts (data\pic\BL_ADSx.jpg)<br /> <br /> Fern Bay :<br /> <br /> Tyre stacks to stop cutting Rallycross Green Turn 1<br /> Fixes / pit lane cameras / removed large bridge adverts<br /> JPG textures now used for adverts (data\pic\FE_ADSx.jpg)<br /> <br /> Graphics :<br /> <br /> Minor updates to Formula V8<br /> FIX : XRG / XRT / XRR side mirrors<br /> <br /> Languages :<br /> <br /> Translatable damage display in F10 mode<br /> Added Lithuanian and Latvian translations<br /> <br /> Views :<br /> <br /> Adjustable cockpit view position for each car<br /> Left / right one button look functions now 45 degrees<br /> Left + right two button look functions now 90 degrees <br /> One button look is now adjustable from 30 to 90 degrees<br /> Look behind button in road cars - look back from centre<br /> Look behind button in racing cars - show virtual mirror<br /> FIX : Forced cockpit view now only affects your own car<br /> FIX : Skid marks and rubber are now visible through screen<br /> <br /> Multiplayer :<br /> <br /> Maximum size of config file (setup.cfg) doubled to 4 KB<br /> Command /spec X can be used by guests to remove AI drivers<br /> Time between reset and race start increased by six seconds<br /> Added "cruise" option and filter (allows wrong way driving)<br /> FIX : Remote clutch was pressed while shift paddle was held<br /> FIX : Lap timers did not work after /pitlane X or /pit_all<br /> FIX : Vulnerabilities that allowed a server to be crashed<br /> <br /> Interface :<br /> <br /> Damage repair is now a selectable option<br /> Pit stop damage repair takes twice as long<br /> Engines are no longer repaired in pit stops<br /> Pit stop still continues after car is nudged<br /> Added some missing commands to the /help text<br /> Updated LFS icon in LFS.exe - thanks to ORION<br /> LFS icon appears at top left of an LFS window<br /> Can now drive up to 1 km/h over the speed limit<br /> Redline display on tacho now has maximum accuracy<br /> Press 4 key to see a racing line for any viewed car<br /> Show racing line is disallowed in hotlapping and FCV<br /> Can Reset and Must Pit added as single player options<br /> New command /entry - makes LFS return to entry screen<br /> Fuel per lap estimate now shown in pits - info section<br /> Added Bridgestone and Avon tyre manufacturers in setups<br /> Speedo (both types) improved text size and aspect ratio<br /> Dashboard fuel displays now shown as % instead of litres<br /> Setup and colour config files now use three letter prefix<br /> Autocross layouts can now be selected in the track screen<br /> Removed digital speedo option - now depends on type of car<br /> Pit Stop fuel is now the fuel amount to be added at pit stop<br /> Best lap time is now shown at top right during a normal race<br /> Downforce distribution now shown in pits - downforce section<br /> Tips page updated to include a new tip and remove an old one<br /> FIX : Virtual dash appeared when viewing a remote undrawn car<br /> FIX : All pressed keys are now released when LFS loses focus<br /> FIX : CTRL + SHIFT tried to show user names in single player<br /> FIX : Sound and controller issues when changing screen mode<br /> FIX : Codepage of rename and delete buttons in save dialog<br /> FIX : Comma could not be used to enter interface scale<br /> FIX : MPR with licensed track causeD LFS demo to crash<br /> FIX : Recalibrate axes button set all axes to "X axis"<br /> FIX : Buffer overflow issue in SPR and MPR files<br /> <br /> Auto update system :<br /> <br /> Auto updater checks to see if patch is already downloaded<br /> LFS switches to window on entry if it does not have focus<br /> Patch files are not deleted until user answers "Restart?"<br /> FIX : InSim bind error on restart after auto update<br /> <br /> Sound :<br /> <br /> Included new default sounds for BF1 / FZ5 / FZR / FOX<br /> Sound is now switched off while changing screen resolution<br /> <br /> Training :<br /> <br /> Included new full pack of lessons - thanks to GP4Flo<br /> Racing line is drawn on ground in Test Drive lessons<br /> No penalty for hitting objects in Test Drive lessons<br /> Pressing ESC in test drive lessons results in a pass<br /> Can now hit objects / cones after completing a lesson<br /> Message is shown on screen if you hit a car overtaking<br /> Enter key can now be used to press any green button<br /> Removed countdown and info text at start of lesson<br /> <br /> InSim :<br /> <br /> FIX : Zero degrees FOV in CPP could cause LFS to crash<br /> FIX : InSim - CCI_FIRST / CCI_LAST not set if player in pits<br /> <br /> <br /> [b]Changes from X to X10 :[/b]<br /> <br /> Interface :<br /> <br /> Available start grid size now shown in game setup screen<br /> Results table now shows user names if you press CTRL+SHIFT<br /> Improved positioning of 3d menu objects (drivers and cars)<br /> Display positioning support in Options->Display->Interface<br /> Added buttons to reset position and size of moved interface<br /> Analogue steer smooth max raised to 0.95 (to help gamepads)<br /> Faster downloading system for auto update and offline skins<br /> FIX : Autocross timing info turned orange after any results<br /> FIX : ALT+F4 and /exit command now exit from meeting room<br /> <br /> Graphics :<br /> <br /> Minor optimisation in 2d display system<br /> Optimised wide screen effect by using a viewport<br /> Optimised mirror draw by using a narrow viewport<br /> Removed missing lines of 2d elements at screen edges<br /> Graphics option : 32 bit sky (32 bit is now default)<br /> Improved texture purging code (avoiding possible crash)<br /> FIX : Shift light was invisible in single player replays<br /> FIX : GetPlateHandle message could come up on a busy host<br /> <br /> Multiplayer :<br /> <br /> Added new multiplayer option : force cockpit view<br /> Removed full hosts filter from List of Games screen<br /> Moved cones and physics objects are restored more quickly<br /> Added handicaps / start position / user name to MPR header<br /> Show time and date of MPR by holding CTRL+SHIFT during replay<br /> FIX : It was possible for any guest to cause a host to crash<br /> FIX : A player is connecting stayed on after MPR finished<br /> FIX : Command /end did not work if no players in race<br /> FIX : Wrong way autokick did not work<br /> <br /> InSim / Programmers :<br /> <br /> Username is now saved in SP Replays<br /> Driver model byte added to IS_NPL packet<br /> Minimum MCI / NLP time interval reduced to 50 ms<br /> New packet IS_AXO sent when an autocross object is hit<br /> New packets IS_AXI and IS_AXC report layout information<br /> FIX : Guests could not see ALWAYS_ON buttons in all screens<br /> FIX : Guests sent corrupted data in a long IS_BTT packet<br /> FIX : Dedicated host could not fill in split nodes info<br /> FIX : Dedicated host did not report race positions<br /> == 0.5X39 == ''Dec 20, 2007''<br /> <br /> Included Lithuanian translation<br /> FIX : Buffer overflow issue in SPR and MPR files<br /> == 0.5X38 == ''Dec 20, 2007''<br /> <br /> FIXES :<br /> <br /> InSim bind error on restart after auto update<br /> Host reverted to 5 laps regardless of initialisation<br /> AI could not park after race at Westhill or AS Cadet<br /> == 0.5X37 == ''Dec 20, 2007''<br /> <br /> AI :<br /> <br /> AI drive more slowly to deal with damaged car<br /> Improved decisions to make pit stop for damage repair<br /> Improved AI speed and fuel estimates on rallycross tracks<br /> Mid race join AI consider lead car laps for must pit rule<br /> Improved pit stop box decisions to reduce pit lane mayhem<br /> FIX : AI driving too fast into Oval / Westhill pit lanes<br /> FIX : AI crashed entering Blackwood rallycross pit lane<br /> FIX : AI could keep driving in pit stop state if knocked<br /> <br /> Language :<br /> <br /> Latvian translation completed and included<br /> FIX : Codepage of rename and delete buttons in save dialog<br /> <br /> Fern Bay :<br /> <br /> Tyre stacks added to stop cutting Rallycross Green Turn 1<br /> <br /> South City :<br /> <br /> Graphical updates and fixes<br /> == 0.5X36 == ''Dec 19, 2007''<br /> <br /> Clutch :<br /> <br /> Clutch heating restored to X33 level<br /> Stronger clutches in some cars based on engine inertia<br /> Changed cars : UF1 / XFG / XRG / LX4 / LX6 / FZ5<br /> <br /> AI :<br /> <br /> FIX : KYoto National pit path was reversed<br /> == 0.5X35 == ''Dec 18, 2007''<br /> <br /> I :<br /> <br /> FIX : Updated Kyoto Oval and National pit lane paths<br /> FIX : AI reported obsolete help flags GC_CUT and GC_BLIP<br /> <br /> Auto update system :<br /> <br /> Patch files are not deleted until user answers "Restart?"<br /> <br /> Interface :<br /> <br /> LFS icon now appears at top left of an LFS window<br /> Speedo (both types) improved text size and aspect ratio<br /> Loading a grid no longer loads qualify time / laps / wind<br /> FIX : Load grid / drag strip could result in too many laps<br /> <br /> Graphics :<br /> <br /> FIX : XRG / XRT / XRR showed sky at bottom of side mirrors<br /> <br /> Physics :<br /> <br /> Reduced clutch heating by 25%<br /> Tyres / clutch cool down even if the car is out of physics<br /> <br /> Language :<br /> <br /> Latvian language included (nearly finished - please test)<br /> == 0.5X33 == ''Dec 17, 2007''<br /> <br /> Views :<br /> <br /> One button look is now adjustable from 30 to 90 degrees<br /> FIX : Bug in mouse look system (was based on old range)<br /> <br /> Interface :<br /> <br /> Auto updater checks to see if patch is already downloaded<br /> LFS switches to window on entry if it does not have focus<br /> Increased size of text on speedo when km/h option selected<br /> Updated icon with 16x16, 32x32, 48x48 and 64x64 resolution<br /> FIX : Axis display shrinks to stay on screen for many axes<br /> FIX : Translatable damage text was shown in Latin codepage<br /> <br /> Training :<br /> <br /> All texts resaved so there should be no missing text now<br /> Included Brazilian Portuguese training translations<br /> <br /> AI :<br /> <br /> AI never refuelled during a practice session<br /> AI stay more within their limits when driving in pit lanes<br /> FIX : AI in BF1 would fail to slow down for KY1 pit lane<br /> == 0.5X32 == ''Dec 16, 2007''<br /> <br /> Physics :<br /> <br /> FIX : Puncture remained even if tyres were replaced<br /> FIX : Moved objects could reappear inside stationary cars<br /> <br /> Interface :<br /> <br /> Updated LFS icon in LFS.exe - thanks to ORION<br /> FIX : Hotlap replay started timer at start of replay<br /> FIX : MPR with licensed track causeD LFS demo to crash<br /> FIX : Horn / flash did not work after engine switched off<br /> FIX : Car with engine off got stuck after /pitlane command<br /> <br /> AI :<br /> <br /> AI should stay within limits on rumble and bad surfaces<br /> AI paths regenerated taking account of bad surfaces<br /> FIX : AI would get speed penalty in various pit lanes<br /> FIX : AI would not pit to repair worn or punctured tyre<br /> FIX : AI would never pit during practice or a timed race<br /> FIX : AI would drive backwards at the drag strip<br /> <br /> Training :<br /> <br /> FIX : Some more lesson text files updated<br /> FIX : Driving out of bounds could result in being stuck<br /> <br /> South City :<br /> <br /> Texture updates<br /> Graphical updates<br /> Fixes for reported bugs<br /> == 0.5X31 == ''Dec 15, 2007''<br /> <br /> Various fixes, mainly in the interface and lessons.<br /> A lot of known issues have been noted and not yet fixed.<br /> <br /> Controllers :<br /> <br /> Moved recalibrate axes and added new lock / unlock buttons<br /> FIX : Mouse axes could not be used without game controller<br /> FIX : Multiple controllers did not work in several cases<br /> FIX : Recalibrate axes button set all axes to "X axis"<br /> <br /> Interface :<br /> <br /> Added translation slots for "UPR" "LWR" "TOE" and "CT"<br /> FIX : Wrong fuel estimate for XF GTR at SO City Long REV<br /> FIX : Error message when spawning AI with no car selected<br /> FIX : File association .set copied setup to wrong folder<br /> FIX : Comments for /autokick in dedicated host setup.cfg<br /> FIX : Start new host screen did not allow BF1 selection<br /> FIX : Crash entering Driver screen with no car selected<br /> FIX : Included script file for Formula BMW (FBM.lfs)<br /> <br /> Training :<br /> <br /> Reset old lesson results for new set of training lessons<br /> FIX : RaceAbout could not be loaded in a training lesson<br /> FIX : Various small text errors in training lessons<br /> <br /> Graphics :<br /> <br /> FIX : Path rubber could be updated far out of bounds<br /> FIX : Path rubber could sometimes go too far in to apex<br /> == 0.5X30 == ''Dec 10, 2007''<br /> <br /> Content :<br /> <br /> New demo car : Formula BMW FB02<br /> Removed XR GT Turbo car from demo<br /> Chicane route added to South City<br /> <br /> AI :<br /> <br /> AI can now drive faster and can deal with changing car<br /> AI can drive out of pit garage for qualify or practice<br /> Can now make pit stops for fuel / damage / must pit rule<br /> No longer stop and reset to repair their car (pit instead)<br /> Save and load functions for start grid in single player<br /> <br /> Physics :<br /> <br /> Engine moment of inertia increased in all cars<br /> Handbrake is now applied at the start in hotlap mode<br /> Gear change auto throttle cut and blip options removed<br /> Manual clutch is now fully manual and engines can stall<br /> Improved simulation of sequential and h-pattern gearboxes<br /> Live anti roll and brake balance only allowed on race cars<br /> Redline rpm and rev limiter rpm point reduced in all cars<br /> RB4 - reduced mass by 18 kg / FXO - reduced tyre width<br /> FXO GTR - reduced mass by 20 kg to improve GTR balance<br /> GTR class also balanced by engine / gearboxes changes<br /> Racing tyres generate more heat and wear more quickly<br /> Clutch overheating system and display in F9 / F10<br /> FIX : Error in position of wind resistance centre<br /> <br /> South City :<br /> <br /> Many graphical updates and new configuration added<br /> Kerb construction modified making wall collisions safer<br /> JPG textures now used for adverts (data\pic\SO_ADSx.jpg)<br /> <br /> Blackwood :<br /> <br /> Slightly narrower track and various graphical updates<br /> Modified chicane and section after main straight<br /> JPG textures now used for adverts (data\pic\BL_ADSx.jpg)<br /> <br /> Fern Bay :<br /> <br /> Fixes / pit lane cameras / removed large bridge adverts<br /> JPG textures now used for adverts (data\pic\FE_ADSx.jpg)<br /> <br /> Views :<br /> <br /> Adjustable cockpit view position for each car<br /> Left / right one button look functions now 45 degrees<br /> Left + right two button look functions now 90 degrees <br /> Look behind button in road cars - look back from centre<br /> Look behind button in racing cars - show virtual mirror<br /> FIX : Forced cockpit view now only affects your own car<br /> FIX : Skid marks and rubber are now visible through screen<br /> <br /> Multiplayer :<br /> <br /> Maximum size of config file (setup.cfg) doubled to 4 KB<br /> Command /spec X can be used by guests to remove AI drivers<br /> Time between reset and race start increased by six seconds<br /> Added "cruise" option and filter (allows wrong way driving)<br /> FIX : Remote clutch was pressed while shift paddle was held<br /> FIX : Lap timers did not work after /pitlane X or /pit_all<br /> FIX : Vulnerabilities that allowed a server to be crashed<br /> <br /> Interface :<br /> <br /> Damage repair is now a selectable option<br /> Pit stop damage repair takes twice as long<br /> Engines are no longer repaired in pit stops<br /> Pit stop still continues after car is nudged<br /> Added some missing commands to the /help text<br /> Can now drive up to 1 km/h over the speed limit<br /> Redline display on tacho now has maximum accuracy<br /> Press 4 key to see a racing line for any viewed car<br /> Show racing line is disallowed in hotlapping and FCV<br /> Can Reset and Must Pit added as single player options<br /> New command /entry - makes LFS return to entry screen<br /> Fuel per lap estimate now shown in pits - info section<br /> Added Bridgestone and Avon tyre manufacturers in setups<br /> Dashboard fuel displays now shown as % instead of litres<br /> Setup and colour config files now use three letter prefix<br /> Autocross layouts can now be selected in the track screen<br /> Removed digital speedo option - now depends on type of car<br /> Pit Stop fuel is now the fuel amount to be added at pit stop<br /> Best lap time is now shown at top right during a normal race<br /> Downforce distribution now shown in pits - downforce section<br /> Tips page updated to include a new tip and remove an old one<br /> FIX : Virtual dash appeared when viewing a remote undrawn car<br /> FIX : All pressed keys are now released when LFS loses focus<br /> FIX : CTRL + SHIFT tried to show user names in single player<br /> FIX : Sound and controller issues when changing screen mode<br /> FIX : Comma could not be used to enter interface scale<br /> <br /> Sound :<br /> <br /> Included new default sounds for BF1 / FZ5 / FZR / FOX<br /> Sound is now switched off while changing screen resolution<br /> <br /> Training :<br /> <br /> Included new full pack of training lessons<br /> Can now hit objects after completing the lesson<br /> Racing line is drawn on ground in test drive lessons<br /> Pressing ESC in test drive lessons results in a pass<br /> Message is shown on screen if you hit a car overtaking<br /> No penalty for hitting objects in Test Drive lessons<br /> Enter key can now be used to press any green button<br /> Removed countdown and info text at start of lesson<br /> <br /> InSim :<br /> <br /> FIX : Zero degrees FOV in CPP could cause LFS to crash<br /> FIX : InSim - CCI_FIRST / CCI_LAST not set if player in pits<br /> == 0.5X10 == ''Jul 8, 2007''<br /> <br /> Interface :<br /> <br /> Available start grid size now shown in game setup screen<br /> Results table now shows user names if you press CTRL+SHIFT<br /> Improved positioning of 3d menu objects (drivers and cars)<br /> Display positioning support in Options->Display->Interface<br /> Added buttons to reset position and size of moved interface<br /> Analogue steer smooth max raised to 0.95 (to help gamepads)<br /> Faster downloading system for auto update and offline skins<br /> FIX : Autocross timing info turned orange after any results<br /> FIX : ALT+F4 and /exit command now exit from meeting room<br /> <br /> Graphics :<br /> <br /> Minor optimisation in 2d display system<br /> Optimised wide screen effect by using a viewport<br /> Optimised mirror draw by using a narrow viewport<br /> Removed missing lines of 2d elements at screen edges<br /> Graphics option : 32 bit sky (32 bit is now default)<br /> Improved texture purging code (avoiding possible crash)<br /> FIX : Shift light was invisible in single player replays<br /> FIX : GetPlateHandle message could come up on a busy host<br /> <br /> Multiplayer :<br /> <br /> Added new multiplayer option : force cockpit view<br /> Removed full hosts filter from List of Games screen<br /> Moved cones and physics objects are restored more quickly<br /> Added handicaps / start position / user name to MPR header<br /> Show time and date of MPR by holding CTRL+SHIFT during replay<br /> FIX : It was possible for any guest to cause a host to crash<br /> FIX : A player is connecting stayed on after MPR finished<br /> FIX : Command /end did not work if no players in race<br /> FIX : Wrong way autokick did not work<br /> <br /> InSim / Programmers :<br /> <br /> Username is now saved in SP Replays<br /> Driver model byte added to IS_NPL packet<br /> Minimum MCI / NLP time interval reduced to 50 ms<br /> New packet IS_AXO sent when an autocross object is hit<br /> New packets IS_AXI and IS_AXC report layout information<br /> FIX : Guests could not see ALWAYS_ON buttons in all screens<br /> FIX : Guests sent corrupted data in a long IS_BTT packet<br /> FIX : Dedicated host could not fill in split nodes info<br /> FIX : Dedicated host did not report race positions<br /> == 0.5X8 == ''Jul 6, 2007''<br /> <br /> Added buttons to reset position and size of moved interface<br /> Show time and date of MPR by holding CTRL+SHIFT during replay<br /> FIX : Aspect ratio in pits and player screen with widescreen<br /> FIX : Aspect ratio of some screens with distorted interface<br /> FIX : Error with widescreen effect in SHIFT+U mode<br /> FIX : Wrong way autokick did not work<br /> == 0.5X7 == ''Jul 5, 2007''<br /> <br /> Interface button stays visible with wrong interface settings<br /> Improved speed of widescreen effect by using a real viewport<br /> Improved speed of mirror draw by using a narrow viewport<br /> Removed missing lines of 2d elements at screen edges<br /> == 0.5X6 == ''Jul 4, 2007''<br /> <br /> Display positioning support in Options->Display->Interface<br /> Improved positioning of 3d menu objects (drivers and cars)<br /> Minor optimisation in 2d display system<br /> == 0.5X5 == ''Jul 3, 2007''<br /> <br /> Updates :<br /> <br /> Results table now shows user names if you press CTRL+SHIFT<br /> Username is now saved in SP Replays (same as in hotlap mode)<br /> Faster downloading system for auto updater and offline skins<br /> FIX : ALT+F4 and /exit command now exit LFS from meeting room<br /> FIX : Autocross timing info was shown in orange if any results<br /> == 0.5X4 == ''Jun 30, 2007''<br /> <br /> Updates :<br /> <br /> Available start grid size now shown in game setup screen<br /> FIX : Removed debug message ReleasePlateHandle failed<br /> == 0.5X3 == ''Jun 29, 2007''<br /> <br /> Updates :<br /> <br /> Graphics option : 32 bit sky (set to 32 bit by default)<br /> Improved texture purging code (avoiding possible crash)<br /> Analogue steer smooth max raised to 0.95 (for gamepads)<br /> Improved translation system for user kick / ban messages<br /> FIX : Shift light was invisible in single player replays<br /> FIX : GetPlateHandle failed - sometimes - on a busy host<br /> <br /> Multiplayer :<br /> <br /> Removed full hosts filter from List of Games screen<br /> FIX : Command /end did not work if no players in race<br /> FIX : A player is connecting stayed on after MPR finished<br /> <br /> InSim :<br /> <br /> FIX : Guests could not see ALWAYS_ON buttons in all screens<br /> FIX : Guests sent corrupted data in a long IS_BTT packet<br /> == 0.5X2 == ''Jun 22, 2007''<br /> <br /> Updates :<br /> <br /> Various translation files have been updated<br /> <br /> InSim :<br /> <br /> Driver model byte added to IS_NPL packet<br /> Minimum MCI / NLP time interval reduced to 50 ms<br /> New packet IS_AXO sent when an autocross object is hit<br /> New packets IS_AXI and IS_AXC report layout information<br /> FIX : Dedicated host could not fill in split nodes info<br /> FIX : Dedicated host did not report race positions<br /> <br /> Multiplayer :<br /> <br /> Added handicaps / start position / user name to MPR header<br /> FIX : It was possible for any guest to cause a host to crash<br /> == 0.5X == ''Jun 8, 2007''<br /> <br /> Multiplayer :<br /> <br /> Up to 47 guests can connect to a host<br /> Max cars in multiplayer race increased to 32<br /> In demo 12 can race and up to 15 connections<br /> Disconnection reason is now shown in MP Replay<br /> Can now save MPR from dedicated host (auto or manual)<br /> A new connection queuing system to make connecting easy<br /> Car is no longer held at start line - false starts possible<br /> Start lights time between red and green is changed each race<br /> Kick and ban votes never need more than eight people to vote<br /> Ban votes can be completed after the player has disconnected<br /> Votes do not expire and are not reset when a player joins host<br /> Ready on game setup screen is not reset when a player connects<br /> Current vote is shown beside player name and in connection list<br /> Improved race position list so the confirmed results are locked<br /> Fuel load is no longer visible in MPR (for strategy protection)<br /> Avoided most of the "Can't x - a player is connecting" messages<br /> Implemented a new "canreset" option while leaving hotlaps valid<br /> BLUE FLAG works in practice (priority to those not on first lap)<br /> Automatic spectate driving out of bounds when reset not allowed<br /> Optimisation to improve frame rate in SHIFT+U mode when online<br /> Removed "unknown finisher" and associated stats / insim issues<br /> Improved the code that relays car position updates to guests<br /> Global handicaps for class balancing (set by master server)<br /> Remote car's handicap shown in F11 menu, tyres in F12 menu<br /> Grid reordering is now done on end race as well as restart<br /> FIX : Pit instructions were wrong when taking over a car<br /> FIX : Penalty in pit stop would make the stop never end<br /> <br /> Racing :<br /> <br /> Start and pit fuel loads range from 1% to 100%<br /> Qualifying and practice now start from the pit lane<br /> Qualifying out lap is no longer counted as a valid lap<br /> Single player now allows up to 20 ai cars (powerful pc)<br /> Pit instructions and live settings work in single player<br /> Admin penalties and commands are now recorded in SP Replays<br /> SHIFT+G gear shift selection no longer stops SPR recording<br /> New voluntary handicap system in pits (part of setup)<br /> Added preload setting to clutch pack differentials<br /> FIX : AI drivers ignored the pit lane speed limit<br /> <br /> Display :<br /> <br /> Small map colours can be changed : Options-Display-Interface<br /> Small map cars more than one lap ahead are a different colour<br /> Automatic show results - leaves small map visible when driving<br /> Hide / show results removed from options - available on CTRL+TAB<br /> Timing info shown in orange after winner crosses line / time over<br /> Yellow finished message is no longer duplicated in central text<br /> Connection bars are not drawn if they would obscure tyre info<br /> Qualifying cars on out lap are drawn orange (others yellow)<br /> Qualifying position is shown in yellow like race position<br /> Added text on screen showing the reason for a penalty<br /> Display option : Virtual steering gauge<br /> Display option : Rotate small map<br /> <br /> Interface :<br /> <br /> Added button to spectate directly from pits<br /> Supporting TrackIR with 6 degrees of freedom<br /> Scroll though autocross results with PgUp / PgDn<br /> SHIFT+P now enters garage from game setup screen<br /> SHIFT+O now enters options when watching a SP replay<br /> New keys SHIFT+S (spectate) and SHIFT+P (go to pits)<br /> Button look is now added to the yaw output of TrackIR<br /> Automatic unpause when starting or restarting a replay<br /> Ignition key "I" is now assignable to any key or button<br /> Removed the sound effect of a racer pitting or spectating<br /> Pit instructions fuel load can now be adjusted in 1% steps<br /> Escape menu improvements : can use keys (listed on screen)<br /> Race control message now has priority over wrong way message<br /> Wider FOV and more view pitch available (for extreme settings)<br /> Filter added to list of games to avoid hosts which allow reset<br /> Dedicated host now has a grey screen so you can read black text<br /> Used top left temporary message for CTRL+TAB and other functions<br /> Increased message history size to 20 stored + 20 recent (was 16)<br /> Place objects is now switched off when entering race or qualifying<br /> Code page names are now translatable for switching keyboard layouts<br /> FIX : Dedicated host could stop responding to messages and commands<br /> FIX : Start restriction countdown was missing from OK button in pits<br /> <br /> Skins :<br /> <br /> Replay skins download screen new "always" and "never" options<br /> High res premium skin download system (£1 for 2000 downloads)<br /> System to purge skins from graphics card memory when not used<br /> Skin download and preload during connection after loading track<br /> Improved the "new colours" system - combined with skin selection<br /> Skins in skins folder are not converted to dds if using full skins<br /> <br /> InSim :<br /> <br /> New version of InSim allows up to eight TCP or UDP connections<br /> New buttons system allowing better interface in InSim programs<br /> More race tracking info and many packets added (see InSim.txt)<br /> More commands now work on AI drivers : /spec /pitlane /p_xxx<br /> More commands work even if player joining e.g. /spec /laps<br /> New /i command to send a message to a race control program<br /> Race penalty can now be removed with /p_clear command<br /> Send all players to their pits with /pit_all command<br /> Admins can now use the IS_REO (race reorder) packet<br /> IS_CPP can now be used to set custom view position<br /> <br /> System :<br /> <br /> Removed the option not to use HVS if it is available<br /> Better messages showing the reason for disconnection<br /> Admins can now edit and /axsave layouts while online<br /> Admin ban dialog now asks for a number of days to ban<br /> Admins can now see other admins in list of connections<br /> Added short track name to SPR, MPR and RAF file formats<br /> Command /mprdir to specify mpr folder on dedicated host<br /> MPR file format : result times now saved in milliseconds<br /> Added handicap mass and restriction to hotlap file header<br /> Increased maximum physics objects due to more cars on track<br /> Start grid remains when track or config changes (if possible)<br /> Start time added to MPR file @ offset 36 (seconds since 1/1/1970)<br /> Command line command /player (start LFS with specified player name)<br /> New command /wait (like /exec but LFS hangs until the program exits)<br /> New command /hlog to set log file on host - command /log is now local<br /> FIX : Could not delete all text after clicking a name in meeting room<br /> FIX : Overtaking lesson could sometimes give an invalid lesson result<br /> FIX : Removed the need to pass a split after receiving admin penalty<br /> FIX : The TAB key did not work with /press /ctrl and /shift commands<br /> FIX : Occasional black screen bug when changing to full screen mode<br /> FIX : Autocross checkpoints in line could cause rapid lap count bug<br /> FIX : Path followers were reset when an object was added or removed<br /> FIX : Path follower reset caused a glitch or an out of bounds reset<br /> FIX : Some objects were not drawn after exiting pits while paused<br /> FIX : Start lights were not shown in some of the training lessons<br /> FIX : Autocross layout number of laps sometimes did not load<br /> FIX : In single player /end command did not exit correctly<br /> FIX : Find user in S2 mode looking for racer on S1 host<br /> FIX : Safer code when changing windowed to full screen<br /> FIX : Occasional crash when exiting from List of Games<br /> FIX : Long messages could sometimes get cut short<br /> == 0.5W48 == ''Jun 8, 2007''<br /> <br /> Updates :<br /> <br /> Improved frame rate in SHIFT+U mode when online<br /> <br /> Fixes :<br /> <br /> FIX : UDP send buffer size was too small for > 42 guests<br /> FIX : Wrong person was kicked in kick or ban vote in demo<br /> FIX : Could join a race with a car that was not allowed<br /> == 0.5W47 == ''Jun 7, 2007''<br /> <br /> Updates :<br /> <br /> Kick and ban votes never need more than eight people to vote<br /> Ban votes can be completed after the player has disconnected<br /> Made another attempt to reduce car position udp packet loss<br /> <br /> InSim :<br /> <br /> Added note about maximum number of InSim programs<br /> Camera Roll in IS_CPP packet did not work properly<br /> IS_CPP can now be used to set custom view position<br /> == 0.5W44 == ''Jun 6, 2007''<br /> <br /> Updates :<br /> <br /> New command /hlog to set host log file - command /log is now local<br /> Used top left temporary message for CTRL+TAB and other functions<br /> Increased message history size to 20 stored + 20 recent (was 16)<br /> Improved the code that relays car position updates to guests<br /> <br /> InSim :<br /> <br /> Added some info to one of the spare bytes in the MCI packet<br /> <br /> Fixes :<br /> <br /> FIX : Drag strip now has a constant start lights interval<br /> FIX : Added /hidetext=no/yes command to docs/commands.txt<br /> <br /> == 0.5W43 == ''Jun 5, 2007''<br /> <br /> Updates :<br /> <br /> Current Vote is removed when user spectates or pits<br /> Number of connections is now shown in connections title<br /> <br /> Fixes :<br /> <br /> FIX : It was impossible to join a host after ending race<br /> FIX : The text "Vote 0" was shown each time someone joined<br /> FIX : It was possible to get speeding immunity in qualifying<br /> == 0.5W42 == ''Jun 5, 2007''<br /> <br /> Updates :<br /> <br /> Votes do not expire and are not reset when a player joins host<br /> Ready on game setup screen is not reset when a player connects<br /> Current vote is shown beside player name and in connection list<br /> Improved race position list so the confirmed results are locked<br /> Fuel load is no longer visible in MPR (for strategy protection)<br /> Quicker skin messages after running out of LFS World skin credit<br /> <br /> InSim :<br /> <br /> SHIFT+B and SHIFT+I keypresses did not work in a replay<br /> Can now deal with and recover from non-fatal TCP errors<br /> Corrected UniqueId in CompCar and NodeLap - now named PLID<br /> IS_NLP is now a variable sized packet + NodeLap now 6 bytes<br /> IS_MCI is now a variable sized packet (same info as before)<br /> <br /> Fixes :<br /> <br /> FIX : Attempted fix for "Can't remove - Unknown!" strange messages<br /> FIX : Occasional black screen bug when changing to full screen mode<br /> FIX : Start lights delay did not vary each race if wind was disabled<br /> FIX : Host could sometimes crash when admin used the /reinit command<br /> FIX : Could not delete all text after clicking a name in meeting room<br /> FIX : 1st lap qualify / practice speeding penalty could not be cleared<br /> == 0.5W41 == ''Jun 3, 2007''<br /> <br /> Queue can be up to 48 (Queue + In Game can be up to Max Conns)<br /> Hopefully reduced the possibiliy of "Did not receive guest info"<br /> FIX : Bug that could cause host to stop responding after /reinit<br /> FIX : Admin slots and Max Connections did not work properly<br /> == 0.5W40 == ''Jun 2, 2007''<br /> <br /> Improvements / fixes to deal with connect / disconnect issues<br /> More "keep alive" packets while loading track and skins<br /> Number in queue should now never increase<br /> Disconnection reason is now shown in MPR<br /> == 0.5W39 == ''Jun 1, 2007''<br /> <br /> A new connection queuing system to keep it clean<br /> Some other small fixes in the multiplayer code<br /> == 0.5W38 == ''May 31, 2007''<br /> <br /> Too many players could join when limited by starting grid size<br /> Attempting to fix another bug where joining player never joins<br /> == 0.5W37 == ''May 31, 2007''<br /> <br /> Dedicated host now has a grey screen so you can read black text<br /> BLUE FLAG works in practice (priority to racers not on first lap)<br /> Start time added to MPR file @ offset 36 (seconds since 1/1/1970)<br /> Current race position added to CompCar structure (InSim IS_MCI)<br /> FIX : In practice, second lap on reverse track was not counted<br /> FIX : W36 could wrongly count first lap of hotlap as valid<br /> FIX : Safer code when changing windowed to full screen<br /> == 0.5W36 == ''May 29, 2007''<br /> <br /> InSim buttons can now be seen during a replay<br /> FIX : List of connections was invisible in the game setup screen<br /> FIX : First lap in practice or qualifying was shown as 1 hour<br /> FIX : Second lap in practice on reverse track was not counted<br /> == 0.5W35 == ''May 29, 2007''<br /> <br /> Admin penalties, pitlane commands and rcm are now recorded in SP Replays<br /> Code page names are now translatable (for switching keyboard layouts)<br /> InSim : Added "always on" option and better control of the clear area<br /> <br /> FIX : Dedicated host could stop responding to typed messages and commands<br /> FIX : Occasionally you could not start a race with AI after practicing<br /> FIX : Penalty given during pit stop would make the pit stop never end<br /> FIX : Overtaking lesson could sometimes give an invalid lesson result<br /> FIX : In lesson 81 you needed to park 5 times to complete the lesson<br /> FIX : AI drivers left pit speed limiter on after leaving pit lane<br /> FIX : AI drivers ignored the pit lane speed limit<br /> == 0.5W34 == ''May 29, 2007''<br /> <br /> Qualifying outlap is no longer added to qualifying table<br /> MPR file format : result times now saved in milliseconds<br /> Removed "unknown finisher" and its stats / insim issues<br /> Command /mprdir to specify mpr folder on dedicated host<br /> <br /> FIX : Pit instructions were wrong when taking over a car<br /> FIX : Long messages could sometimes get cut short<br /> FIX : W33 bug - could not play hotlap replays<br /> == 0.5W33 == ''May 28, 2007''<br /> <br /> Practice sessions now start from pits (like qualifying)<br /> First lap time of qualifying or practice is not displayed<br /> Removed inset button from escape menu shortcut keys text<br /> Improved connection - less likely to fail to join a host<br /> Can now save MPR from dedicated host (auto or manual)<br /> <br /> FIX : /end command in single player did not exit correctly<br /> <br /> InSim : ISS_VISIBLE no longer changes due to text entry dialog box<br /> InSim : IS_PEN packets now sent on autox false start or wrong route<br /> InSim : Total time penalty is now included in IS_RES (compatible)<br /> == 0.5W32 == ''May 25, 2007''<br /> <br /> Command line command /player (start LFS with specified player name)<br /> Startup skin conversion now shows progress and skin being converted<br /> New command /wait (like /exec but LFS hangs until the program exits)<br /> New InSim buttons system allowing better interface in InSim programs<br /> Various other InSim updates - nearly all compatible with W26 InSim<br /> <br /> FIX : Helmet jpg skins didn't appear in list in uncompressed skins mode<br /> FIX : Damaged AI drivers could get stuck if two nearby wanted to reset<br /> FIX : Single Player Replay of qualifying session did not work<br /> FIX : Replay OOS error when using a voluntary handicap<br /> == 0.5W26 == ''May 20, 2007''<br /> <br /> FIX : MP Replays could not be played back at all<br /> FIX : Repeated messages when AI are trying to reset<br /> == 0.5W25 == ''May 19, 2007''<br /> <br /> Now supporting TrackIR with 6 degrees of freedom<br /> Button look is now added to the yaw output of TrackIR<br /> Automatic unpause when starting or restarting a replay<br /> Ignition key "I" is now assignable to any key or button<br /> Pit instructions fuel load can now be adjusted in 1% steps<br /> Pit instructions and live settings now work in single player<br /> SHIFT+G gear shift selection no longer stops replay recording<br /> <br /> InSim :<br /> <br /> Admins can now use the IS_REO (race reorder) packet<br /> New packet IS_MSX - allows typing of longer messages<br /> New packet IS_MSL - output a message on local computer<br /> <br /> FIXES :<br /> <br /> SPR with pit stop would often go out of sync at the pit stop<br /> SPR with different help flags could go OOS when changing view<br /> If reset allowed - driving out of bounds results in safe reset<br /> AI drivers reset now safe - no reset if it could cause a crash<br /> == 0.5W24 == ''May 14, 2007''<br /> <br /> Improved the "new colours" system - combined with skin selection<br /> Skins in skins folder are not converted to dds if using full skins<br /> Escape menu now looks better and is less cramped<br /> <br /> FIXES :<br /> <br /> Q / X / ESC / ENTER keys did not exit from pits if player in race<br /> The TAB key did not work with /press /ctrl and /shift commands<br /> == 0.5W20 == ''May 10, 2007''<br /> <br /> IMPROVEMENTS :<br /> <br /> Qualifying out lap is no longer counted as a valid lap<br /> Qualifying position is shown in yellow like race position<br /> Qualifying cars on out lap are drawn orange (others yellow)<br /> Race control message now has priority over wrong way message<br /> Replay skins download screen new "always" and "never" options<br /> High res premium skin download system (£1 for 2000 downloads)<br /> Skin download and preload during connection after loading track<br /> System to remove skins from graphics card memory when not used<br /> Automatic show results - leaves small map visible when driving<br /> Place objects is switched off when entering race or qualifying<br /> Filter added to list of games to avoid hosts which allow reset<br /> Wider FOV and more view pitch available (for extreme settings)<br /> Yellow finished message is no longer duplicated in central text<br /> Avoided most of the "Can't x - a player is connecting" messages<br /> Escape menu improvements : can use keys (listed on screen)<br /> New keys SHIFT+S (spectate) and SHIFT+P (go to pits)<br /> Automatic spectate if your car drives out of bounds<br /> Some small InSim updates + multiple UDP connections<br /> <br /> FIXES :<br /> <br /> Start lights or results were drawn too high if no cars in race<br /> The pit_all command did not stop recording SPR (OOS on replay)<br /> Joining a host in qualifying, could see flying cars (no track)<br /> Start restriction countdown was missing from OK button in pits<br /> Autocross checkpoints in line could cause rapid lap count bug<br /> Path followers were reset when an object was added or removed<br /> Path follower reset caused a glitch or an out of bounds reset<br /> Increased maximum physics objects due to more cars on track<br /> Some objects were not drawn after exiting pits while paused<br /> Start lights were not shown in some of the training lessons<br /> At start of qualifying pit speed limiter was not activated<br /> LFS World took drag strip false start as an acceptable pb<br /> Possibly fixed the occasional exiting List of Games crash<br /> == 0.5W17 == ''Apr 25, 2007''<br /> <br /> IMPROVEMENTS :<br /> <br /> Max cars in multiplayer race increased to 32<br /> InSim updated, allowing up to eight TCP connections<br /> Small map colours : Options... Display... Interface<br /> Removed the sound of a player pitting or spectating<br /> Last loaded layout name visible after track changed<br /> Start lights interval now between 1 and 4 seconds<br /> Removed digital speedo option from view options<br /> Qualifying session now starts from the pits<br /> Added button to spectate from garage<br /> <br /> FIXES :<br /> <br /> Wrong screen message "x was banned" after an OOS disconnection<br /> AI did not use correct car colours when added in game with /ai<br /> Could start in reverse if changing down at end of last race<br /> Show driver in garage allowed more penalty weight to be added<br /> == 0.5W10 == ''Apr 18, 2007''<br /> <br /> IMPROVEMENTS :<br /> <br /> Immediate join at start of qualifying now starts from pit box<br /> Connection bars are not drawn if they would obscure tyre info<br /> Single player now allows up to 20 ai cars (powerful pc needed)<br /> Small map cars more than one lap ahead are a different colour<br /> Autocross : 28 results now stored - scroll with PgUp / PgDn<br /> Added handicap mass and restriction to hotlap file header<br /> Demo races limited to 12 cars (15 guests still allowed)<br /> Better messages showing the reason for disconnection<br /> Maximum added mass limited to around 20% of car mass<br /> Admin can see kick and ban buttons even if /vote=no<br /> <br /> FIXES :<br /> <br /> Incorrect false start penalties while stationary at start<br /> Displayed mass in garage flickered while moving handicap slider<br /> False start penalty was given for an early start in qualifying<br /> Corrected width of split time difference (in live position list)<br /> Wrong "A race is starting" if track changed but no race started<br /> Joining a waiting start grid sometimes produced a false start<br /> Could quickly pit and return to grid to remove a false start<br /> Skins used in race were not stored correctly in MP replays<br /> Admins could not kick or ban using the list of connections<br /> Could be given a pit penalty on a track with no pit lane<br /> MRT would fly about if voluntary added mass was too high<br /> == 0.5W9 == ''Apr 14, 2007''<br /> <br /> Car is no longer held at start line - false starts possible<br /> Start lights time between red and green is changed each race<br /> Implemented the canreset option while leaving hotlaps valid<br /> Added preload setting to clutch pack differentials<br /> Increased number of cars in race from 20 to 28<br /> Increased number of connections from 24 to 48<br /> Single player and demo races now up to 16 cars<br /> Start and pit fuel loads range from 1% to 100%<br /> New voluntary handicap system in pits (part of setup)<br /> Remote car's handicap shown in F11 menu, tyres in F12 menu<br /> Global handicaps for class balancing (set by master server)<br /> Removed the need to pass a split after receiving admin penalty<br /> Start grid remains when track or config changes (if possible)<br /> More commands now work on AI drivers : /spec /pitlane /p_xxx<br /> More commands work even if player joining e.g. /spec /laps<br /> Grid reordering is now done on end race as well as restart<br /> New /i command to send a message to a race control program<br /> Added short track name to SPR, MPR and RAF file formats<br /> More race tracking info added to InSim (see InSim.txt)<br /> Admins can now see other admins in list of connections<br /> Admins can now edit and /axsave layouts while online<br /> Admin ban dialog now asks for a number of days to ban<br /> Added text on screen showing the reason for a penalty<br /> Race penalty can now be removed with /p_clear command<br /> Send all players to their pits with /pit_all command<br /> Autocross results table only shows best 12 results<br /> Timeout for dead connection reduced to 12 seconds<br /> Kick and ban votes are held open a little longer<br /> Removed the option not to use HVS if available<br /> SHIFT + S enters garage from game setup screen<br /> SHIFT + O enters options from SP replay<br /> Display option : Virtual steering gauge<br /> Display option : Rotate small map<br /> <br /> FIX : F12 now shows "Pit stop required : OK" correctly<br /> FIX : Find user in S2 mode looking for racer on S1 host<br /> FIX : Message "NETWORK FATAL : NOTSOCK" when joining a host<br /> FIX : Autocross layout number of laps sometimes did not load<br /> == 0.5W == ''Mar 31, 2007''<br /> <br /> Sound :<br /> <br /> Included new default car sounds created by DaveWS<br /> Engine sounds automatically switch to new defaults<br /> No need to type edit_eng before using sound editor<br /> Distortion is constant regardless of volume setting<br /> New PACK button in sound editor to load a sound pack<br /> TV camera and SHIFT+U avoid skid / wind volume boost<br /> SKid and wind volumes are 33% louder for all settings<br /> <br /> 2D Display :<br /> <br /> Improved small map car pointers<br /> Improved needles and markers on clocks<br /> Slightly more efficient 2d graphics drawing<br /> Driver names appeared too late when using wide FOV<br /> User LOD defaults to 0.8 (higher than old versions)<br /> Reduced width of lag meter (see more with ctrl+shift)<br /> Cars one lap behind are now shown in grey on small map<br /> FIX : Wide screen autocross object selection buttons<br /> FIX : Invisible warning when wrong way reversing<br /> <br /> Graphics :<br /> <br /> Higher resolution image in mirrors<br /> Higher level of detail available in main view<br /> LOD is no longer reduced with fov over 90 degrees<br /> Removed unecessary LOD checks on most scenery<br /> Removed option "Wider screen increases LOD"<br /> Removed option "All scenery at maximum LOD"<br /> <br /> Interface :<br /> <br /> Selected setup is displayed in F12 menu<br /> Another small reduction in pit-out glitch<br /> ESC now closes live suspension view and sound editor<br /> HOME key now works correctly in single player replays<br /> ESC in game setup screen now exits to entry screen<br /> SHIFT+O in main entry screen now goes to options<br /> CTRL+S saves a screen shot to the shots folder<br /> Setups can be sorted by name as well as date<br /> Any resolution as wide as 3:1 is considered 3 screen<br /> FIX : Default sound selected when deleting a colour<br /> FIX : Mouse cursor is now visible on window border<br /> FIX : Small renaming bug when saving replays<br /> <br /> Multiplayer :<br /> <br /> Some improvements to the ? info system in List of Games<br /> LFS S1 / S2 hosts can now store up to 400 banned users<br /> Admins can now use in-game : /laps /qual /hours /wind<br /> New InSim packets (pit - penalty - take over - flags)<br /> Join specific game - colours are removed from name<br /> New option /adminslots=X reserves slots for admins<br /> FIX : MsgOutPack (MSO) now shows long user messages<br /> FIX : Wrong delay "setup changes" after tyre change<br /> <br /> Views :<br /> <br /> View options now visible before you go on track<br /> Separate FOV stored for each car's custom view<br /> Separate steer look option for each custom view<br /> Improved options for follow view (chase cam)<br /> View screen rearranged to make more sense<br /> <br /> Misc :<br /> <br /> New language included : Slovenian / Slovenski<br /> Game setup screen stats : join - pit - spectate<br /> Unlocks now increased every Friday instead of monthly<br /> Master port is now selectable in cfg.txt (29339 or 8080)<br /> Set log file name /log=name.xxx or /log to stop logging<br /> FIX : Unlocking issue with AMD Athlon 64<br /> FIX : Unlocking issue with Cedega<br /> == 0.5V9 == ''Mar 28, 2007''<br /> <br /> Cars one lap behind are now shown in grey on small map<br /> LFS S1 / S2 hosts can now store up to 400 banned users<br /> Most languages now updated for the V2 - V5 text changes<br /> FIX : List of games full filter now considers admin slots<br /> FIX : New crash in V6 most often caused by SHIFT+U mode<br /> FIX : Very rare old crash related to unusual view angle<br /> FIX : Rare crash in garage when selecting a new car<br /> == 0.5V5 == ''Mar 24, 2007''<br /> <br /> User LOD defaults to 0.6 (still higher than old versions)<br /> Some improvements to the ? info system in List of Games<br /> Unlocks now increased every Friday instead of monthly<br /> Wind and skid volumes are 33% louder for all settings<br /> InSim FIX : IS_PSF packet is now sent correctly<br /> == 0.5V3 == ''Mar 23, 2007''<br /> <br /> Sound :<br /> <br /> Included new default car sounds created by DaveWS<br /> <br /> 2D Display :<br /> <br /> Improved small map car pointers<br /> Improved needles and markers on clocks<br /> Slightly more efficient 2d graphics drawing<br /> Driver names draw distance no longer depends on FOV<br /> Reduced width of lag meter (see more with ctrl+shift)<br /> FIX : Wide screen autocross object selection buttons<br /> <br /> Graphics :<br /> <br /> Better FPS due to removal of unecessary LOD checks<br /> Removed option "Wider screen increases LOD"<br /> Removed option "All scenery at maximum LOD"<br /> <br /> Interface :<br /> <br /> ESC now closes live suspension view and sound editor<br /> HOME key now works correctly in single player replays<br /> ESC in game setup screen now exits to entry screen<br /> SHIFT+O in main entry screen now goes to options<br /> Join specific game - colours are removed from name<br /> FIX : Next screen shot number was not saved on exit<br /> FIX : Default sound selected when deleting a colour<br /> FIX : Mouse cursor is now visible on window border<br /> <br /> Views :<br /> <br /> View options now visible before you go on track<br /> Separate FOV stored for each car's custom view<br /> Separate steer look option for each custom view<br /> Improved options for follow view (chase cam)<br /> View screen rearranged to make more sense<br /> <br /> Misc :<br /> <br /> Game setup screen stats : join - pit - spectate<br /> New InSim packets (pit - penalty - take over - flags)<br /> Admins can now use in-game : /laps /qual /hours /wind<br /> New option /adminslots=X reserves slots for admins<br /> FIX : MsgOutPack (MSO) now shows long user messages<br /> FIX : Wrong delay "setup changes" after tyre change<br /> == 0.5V2 == ''Feb 28, 2007''<br /> <br /> Higher resolution image in mirrors<br /> Selected setup is displayed in F12 menu<br /> Another small reduction in pit-out glitch<br /> Setups can be sorted by name as well as date<br /> CTRL+S saves a screen shot to the shots folder<br /> Same distortion regardless of the volume setting<br /> No need to type edit_eng before using sound editor<br /> New PACK button in sound editor to load a sound pack<br /> Set log file name /log=name.xxx or /log to stop logging<br /> Master port is now selectable in cfg.txt (29339 or 8080)<br /> Any res as wide as or wider than 3:1 considered 3 screen<br /> Various translation updates and improvements<br /> New language : Slovenian / Slovenski<br /> <br /> FIX : Unlocking issue with AMD Athlon 64<br /> FIX : Unlocking should now work on Cedega<br /> FIX : Small renaming bug when saving replays<br /> FIX : Invisible warning when wrong way reversing<br /> == 0.5V == ''Dec 22, 2006''<br /> <br /> Sound :<br /> <br /> Improved car engine and other sounds, added gear whine etc.<br /> One extra car sound is now played (now 5 including your own car)<br /> Sound now plays at low speed, if replay at 0.5 or 0.25 speed<br /> Skid / scrape sounds are now bounded to reasonable level<br /> Now generated at 100 Hz resolution - same as physics<br /> Engine can now be heard from a greater distance<br /> Improved wind volume at low and high speeds<br /> <br /> FIX : Corrected volume of interface sounds<br /> FIX : Small clicks audible a few times per lap<br /> FIX : Removed crackling of sounds related to echoes<br /> FIX : Bug in camera position height part of sound calculation<br /> FIX : No music when watching MP Replay with music in replays ON<br /> FIX : Looping music buffer while selecting a track - now silent<br /> FIX : Nasty sound clicks when cars got nearer and further away<br /> <br /> Multiplayer :<br /> <br /> Improved multiplayer synchronisation checking (OOS)<br /> SHIFT+S when spectating now goes directly to garage<br /> Garage when not in race now shows spectate and join buttons<br /> Clicking join with no car selected goes to select car screen<br /> Can't join race / leave pits for 12 seconds after green light<br /> One extra car in high resolution physics (car in front at start)<br /> Discount immediate pit stops from the "must pit" rule (cheating)<br /> <br /> FIX : Rare crash in blue flags calculation<br /> FIX : LFS online hosts would hang if run for 50 days<br /> FIX : Stuck in entry screen if host has run for 25 days<br /> FIX : Rare problem causing your car to vanish on other computers<br /> FIX : Spectate after autocross run caused "Unknown finisher" message<br /> FIX : A player in pits could be forced to spectate at end of race<br /> FIX : Qualifying countdown was too short if less than 4 in race<br /> FIX : Mandatory pit stop is now not allowed to be on final lap<br /> FIX : RCM now has priority over race finished messages<br /> <br /> 2D Display :<br /> <br /> Misc Option : Show time instead of FPS in-game<br /> New path draw for game setup screen and in-game<br /> Realistic speedometer based on drive shaft speed<br /> Hold CTRL+SHIFT to show time instead of frame rate<br /> User messages no longer obscure the frame rate display<br /> Not recording message is now only displayed for 8 seconds<br /> Messages now visible but dimmed in ESCAPE and OPTIONS screens<br /> FOV adjust keys (5/6) now show the FOV in a temporary message<br /> Virtual start lights are now displayed on the right by default<br /> Small map is now never shown on the left if right is selected<br /> Message history (H) is now hidden at race restart or SHIFT+F<br /> Option to show small map on left or right of screen<br /> Removed text "LEFT pit lane" and "ENTERED pit lane"<br /> Central text now visible in SHIFT+F mode (option)<br /> Temporary messages now visible even if fps is off<br /> Real mirrors are now invisible if set to virtual<br /> Added UP and DOWN buttons to options screen<br /> Messages are now hidden in the ESCAPE menu<br /> <br /> Interface :<br /> <br /> Easier to get to desired FOV using 5 and 6 zoom keys<br /> Text entry box is smaller and blocks driving view less<br /> Button control rate option now visible in wheel/js mode<br /> Improved instant gear shift mode selection function SHIFT+G<br /> New general purpose save and load dialogs with rename / delete<br /> List of games screen allows sorting hosts by clicking column title<br /> Improved replay selection screen, added delete, rename and info<br /> Keys Y/N (yes/no) now work on the replay skins download screen<br /> Option to switch off acceleration view shifts in custom views<br /> Mirror mode for driver and custom views (now in view options)<br /> Added "all" to clocks mode options (off, real, virtual, all)<br /> New track selection screen allows track browsing before load<br /> Graphics options changed around to be intuitive / consistent<br /> New graphics option : Draw sky (replaces screen clear type)<br /> Controls screen now shows the function assigned to a button<br /> Scroll bar added if more than 7 players in list of players<br /> Skip intro option is now very fast (avoids loading track)<br /> Skip intro option renamed to : Load track when starting<br /> FIX : Button opacity option affected the colour sliders<br /> Game setup screen : ENTER key - joins race / sets ready<br /> Game setup screen : now shows local and UTC (GMT) time<br /> Game setup screen : Can now use /spec(tate) X command<br /> Cleaner replay start - avoiding flashing entry screen<br /> Start New Game / Join Specific Game : Added ENTER key<br /> Misc Option : 12 hour or 24 hour format selectable<br /> Car picture can now select the car (not just text)<br /> Some improvements to graphics options and layout<br /> Close window button (X) does a quick clean exit<br /> New /exit command also does a quick clean exit<br /> Added ALT+F1 to F12 as programmable text keys<br /> Key ALT+F4 is programmed to /exit by default<br /> Added rename function for car setups<br /> <br /> FIX : LOD values were rounding to one decimal place<br /> FIX : Clutch pedal was not shown in controls setup screen<br /> FIX : Mip bias setting was wrongly affecting in-game text<br /> FIX : Clickable buttons in connection list at start of race<br /> FIX : Changes were lost when selecting in car / custom views<br /> FIX : Could not view user names in replay if MP mode was Demo<br /> FIX : Arrow keys work in wheel mode even if assigned to KB steer<br /> FIX : Messages were unblocked by sending any command to the host<br /> FIX : Black screen bug changing between full screen and windowed<br /> FIX : Move speed slider didn't work in high view if following car<br /> FIX : Channel screen brought up a background while in game<br /> <br /> Views :<br /> <br /> Improved position of road car internal mirrors<br /> Internal mirror offset limit increased to 400 mm<br /> Separate mirror offset for custom and internal views<br /> Single seater car shadows now visible in custom views<br /> Cameta roll function added to SHIFT+U free camera mode<br /> Custom view mode selection now separate for main and look<br /> Buttons in view options to set custom view to eye or centre<br /> BF1 / FO8 show virtual clocks if wheel draw is switched off<br /> Maximum value reached marker added to virtual pedals<br /> TV camera, CTRL + arrow keys change zoom and roll<br /> Draw driver / wheel option added to custom views<br /> Custom views are now stored in data\views folder<br /> Custom view settings now separate for all cars<br /> <br /> FIX : Excessive acceleration view shift in fast cars<br /> FIX : Formula dash live settings now work in custom view<br /> FIX : Mirror option ALL did not show a mirror in wheels view<br /> <br /> Controllers :<br /> <br /> Axis, button and key assignments stored in .con files<br /> Sequential shift automatically used for single seaters<br /> Separate shift help settings for sequential and shifter<br /> All steering wheels default to separate throttle / brake<br /> Non-wheel game controllers default to combined thr / brk<br /> Controls setup screen now shows the currently pressed buttons<br /> Wheel turn minimum reduced to 90 degrees (for sticks / pads)<br /> CTRL+F1 to F12 text keys are all now assignable to buttons<br /> Car's steering wheel turns now shown in steering settings<br /> <br /> New LFS script system :<br /> <br /> - Place text file of commands xxx.lfs in script folder<br /> - Then script xxx.lfs can be run by typing /run xxx<br /> - Note : CAR.lfs is run when you select CAR e.g. XFG, BF1<br /> - Note : autoexec.lfs is run when LFS reaches entry screen<br /> <br /> New text commands added (see Commands.txt in docs folder) :<br /> <br /> /fov [degrees] - field of view<br /> /ff [0-200] - force feedback strength<br /> /axis [axis] [function] - e.g. /axis 2 throttle<br /> /invert [0/1] [function] - e.g. /invert 1 brake<br /> /button [button] [function] - e.g. /button 5 shift_up<br /> /key [key] [function] - e.g. /key Q handbrake<br /> /head_tilt [degrees] - 1g head tilt<br /> /lateral_shift [m] - 1g lateral shift<br /> /forward_shift [m] - 1g forward shift<br /> /vertical_shift [m] - 1g vertical shift<br /> /say [message] - same as typing a chat message<br /> /echo [text] - show text only on local screen<br /> /spec [name] - same as spectate [name]<br /> /ctrlf [num] [text] - change text e.g. /ctrlf 1 hello<br /> /altf [num] [text] - change text e.g. /altf 1 /view=driver<br /> /wheel_turn [degrees] - specify turn angle of controller<br /> /press [key] - simulate key press<br /> /ctrl [key] - ctrl + key<br /> /shift [key] - shift + key<br /> /alt [key] - alt + key<br /> /autoclutch [0-1] - turn autoclutch off / on<br /> /gccut [0-1] - throttle cut on upshift<br /> /gcblip [0-1] - throttle blip on downshift<br /> /axlaps [num] - set autocross number of laps<br /> /view [fol/heli/cam/driver/custom] - select view<br /> <br /> IN A SCRIPT : //comment - this line is ignored<br /> IN CHAT BOX : //xxx - short for /run xxx<br /> <br /> /hrun X : admin can run script X on host<br /> /exec E C : run program E with command line C<br /> <br /> /shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)<br /> /hidetext [no/yes] - hide text (like SHIFT+F)<br /> Windows Vista Support :<br /> <br /> Sound now works correctly in Windows Vista<br /> Unlocking is now possible in Windows Vista<br /> <br /> Misc :<br /> <br /> Added file docs\Commands.txt - listing ALL commands<br /> Updated... docs\Autocross.txt - for new functions<br /> <br /> Option : minimum time between gearshifts (debounce)<br /> S1 users can now use the automatic skin download system<br /> Automatic update system gives info, downloads, installs patch<br /> FF Steps now defaults to 256 (this gives higher resolution FF)<br /> Layouts do not set the number of laps unless a start pos exists<br /> S2 users can see and join S1 hosts in List of Games screen<br /> When first run, LFS defaults to desktop screen resolution<br /> Restricted areas and route checkers added to autocross<br /> Welcome / Tracks filename length increased to 31 chars<br /> New car data output files (press letter O in garage)<br /> Gearshift debounced (can't shift twice within 50 ms)<br /> <br /> InSim : MCI packets are now available in arenas<br /> InSim : IS_RES qualify packets sent even if not in table<br /> <br /> FIX : Outguage reported remote cars fuel load<br /> FIX : Driver's body optimisation was too sensitive<br /> FIX : Selecting drag strip often resulted in 3 lap race<br /> FIX : OutGauge now works on remote cars / MPR / external<br /> FIX : Reverse driving in hotlapping mode now invalidates HLVC<br /> FIX : Starting LFS with /join command needlessly loaded last track<br /> FIX : Corrected positions of translator names on credits screen<br /> FIX : A few wrong vertices on driver necks and marshall helmet<br /> FIX : Mirrors and clocks sometimes corrupted after minimising<br /> FIX : Small map sometimes went off screen or overlapped text<br /> FIX : Unlock was lost after hibernation on some computers<br /> FIX : CTRL+F keys did not work during replays<br /> <br /> New file associations system :<br /> <br /> SPR / MPR / SET / LYT files can now be opened directly<br /> In Windows, right click and set them to open with LFS<br /> <br /> Double clicking a SET or LYT file copies it to its folder<br /> Double clicking a SPR or MPR file copies and runs the replay<br /> == 0.5U35 == ''Dec 20, 2006''<br /> <br /> New language included : Galician (Galego)<br /> Language support : wider buttons at bottom left in some cases<br /> Outside car custom view detection for sound (out of car rectangle)<br /> Much easier to get to desired FOV using 5 and 6 zoom keys<br /> Can't join race / leave pits for 12 seconds after green light (stops cheating)<br /> Other cars sound volume increased by 10% - more immersive<br /> V and flat engined cars exhaust pipe separation (stereo effect)<br /> BF1 wind noise decreased / other minor adjustments<br /> UFR sound improved : more race like<br /> Small updates to all car sounds<br /> == 0.5U34 == ''Dec 19, 2006''<br /> <br /> Discount immediate pit stops from the "must pit" rule (cheating)<br /> All cars resaved, with minor changes to sound (e.g. less gear whine)<br /> Slightly more sound changes on large GTR cars and LX6<br /> More updated translations<br /> <br /> FIX : Entering SHIFT+U from following view played loud car sound<br /> FIX : Move speed slider didn't work in high view if following car<br /> FIX : A few vertices out of place on driver necks and marshall helmet<br /> == 0.5U33 == ''Dec 18, 2006''<br /> <br /> Higher Wind and Skid boost volumes (default and maximum)<br /> Small changes to system improving all car engines just a little<br /> An updated BF1 engine sound file (not finished but better)<br /> <br /> FIX : Autocross editor did not show "Set as default" button<br /> FIX : Repeated clicking sound while loading cars in garage<br /> FIX : Channel screen brought up a background while in game<br /> == 0.5U32 == ''Dec 16, 2006''<br /> <br /> Misc :<br /> <br /> Improved car engine and other sounds, added gear whine etc.<br /> Automatic update system gives info, downloads, installs patch<br /> New general purpose save and load dialogs with rename / delete<br /> FF Steps now defaults to 256 (this gives higher resolution FF)<br /> Layouts do not set the number of laps unless a start pos exists<br /> One extra car sound is now played (now 5 including your own car)<br /> One extra car in high resolution physics (car in front at start)<br /> Clicking the selected replay now plays the replay (did deselect)<br /> Centre view and eye position buttons now reset pitch and rotate<br /> Virtual start lights are now displayed on the right by default<br /> Small map is now never shown on the left if right is selected<br /> Option to switch off acceleration view shifts in custom views<br /> Mirror mode for driver and custom views (now in view options)<br /> Added "all" to clocks mode options (off, real, virtual, all)<br /> Some more small improvements to graphics options and layout<br /> Button control rate option now visible in wheel/js mode<br /> Text entry box is smaller and blocks driving view less<br /> Improved multiplayer synchronisation checking (OOS)<br /> <br /> Fixes :<br /> <br /> FIX : Nasty sound clicks when cars got nearer and further away<br /> FIX : MP slowdown when playing sounds of cars in simple physics<br /> FIX : Force now turns off instantly instead of waiting a second<br /> FIX : Arrow keys work in wheel mode even if assigned to KB steer<br /> FIX : Removed the unecessary FF error message DIERR_HANDLEEXISTS<br /> FIX : Messages were unblocked by sending any command to the host<br /> FIX : Alt+F4 and programmable keys did not work in list of games<br /> FIX : Qualifying countdown was too short if less than 4 in race<br /> FIX : BF1 / FO8 virtual dashboard appeared in player options<br /> FIX : Pressing SHIFT+G during instant replay made it go OOS<br /> FIX : Unlock was lost after hibernation on some computers<br /> FIX : SHIFT+U camera roll function now works as expected<br /> FIX : Button opacity option affected the colour sliders<br /> FIX : Text appearing in middle of screen after a lesson<br /> FIX : Excessive acceleration view shift in fast cars<br /> <br /> NOTE - Translatable text updated<br /> == 0.5U30 == ''Jul 5, 2006''<br /> <br /> Sound :<br /> <br /> Improved wind volume at low and high speeds<br /> Reduced crackling of sounds related to echoes<br /> Engine can now be heard from a greater distance<br /> Now generated at 100 Hz resolution - same as physics<br /> Engine sound off throttle is slightly louder than it was<br /> Wind sound volume is now linear (avoids excessive noise)<br /> Skid / scrape sounds are now bounded to reasonable level<br /> Sound now plays at low speed, if replay at 0.5 or 0.25 speed<br /> <br /> FIX : Corrected volume of interface sounds<br /> FIX : Small clicks audible a few times per lap<br /> FIX : Bug in camera position height part of sound calculation<br /> FIX : No music when watching MP Replay with music in replays ON<br /> FIX : Looping music buffer while selecting a track - now silent<br /> FIX : System messages still audible with messages blocked<br /> <br /> Multiplayer :<br /> <br /> SHIFT+S when spectating now goes directly to garage<br /> Garage when not in race now shows spectate and join buttons<br /> Clicking join with no car selected goes to select car screen<br /> <br /> FIX : Rare crash in blue flags calculation<br /> FIX : LFS online hosts would hang if run for 50 days<br /> FIX : Stuck in entry screen if host has run for 25 days<br /> FIX : Rare problem causing your car to vanish on other computers<br /> FIX : Spectate after autocross run caused "Unknown finisher" message<br /> FIX : A player in pits could be forced to spectate at end of race<br /> FIX : Mandatory pit stop is now not allowed to be on final lap<br /> FIX : RCM now has priority over race finished messages<br /> <br /> 2D Display :<br /> <br /> Misc Option : Show time instead of FPS in-game<br /> Hold CTRL+SHIFT to show time instead of frame rate<br /> Realistic speedometer based on drive shaft speed<br /> New path draw for game setup screen and in-game<br /> User messages no longer obscure the frame rate display<br /> Not recording message is now only displayed for 8 seconds<br /> Messages now visible but dimmed in ESCAPE and OPTIONS screens<br /> FOV adjust keys (5/6) now show the FOV in a temporary message<br /> Message history (H) is now hidden at race restart or SHIFT+F<br /> Removed text "LEFT pit lane" and "ENTERED pit lane"<br /> Option to show small map on left or right of screen<br /> Central text now visible in SHIFT+F mode (option)<br /> Temporary messages now visible even if fps is off<br /> Real mirrors are now invisible if set to virtual<br /> Added UP and DOWN buttons to options screen<br /> Messages are now hidden in the ESCAPE menu<br /> <br /> Interface :<br /> <br /> Improved instant gear shift mode selection function SHIFT+G<br /> List of games screen allows sorting hosts by clicking column title<br /> Improved replay selection screen, added delete, rename and info<br /> Keys Y/N (yes/no) now work on the replay skins download screen<br /> New track selection screen allows track browsing before load<br /> Graphics options changed around to be intuitive / consistent<br /> New graphics option : Draw sky (replaces screen clear type)<br /> Controls screen now shows the function assigned to a button<br /> Scroll bar added if more than 7 players in list of players<br /> Skip intro option is now very fast (avoids loading track)<br /> Skip intro option renamed to : Load track when starting<br /> Start New Game / Join Specific Game : Added ENTER key<br /> Game setup screen : ENTER key - joins race / sets ready<br /> Game setup screen : now shows local and UTC (GMT) time<br /> Misc Option : 12 hour or 24 hour format selectable<br /> Car picture can now select the car (not just text)<br /> Cleaner replay start - avoiding flashing entry screen<br /> Can now use /spec(tate) X command in game setup screen<br /> Close window button (X) does a quick clean exit<br /> New /exit command also does a quick clean exit<br /> Added ALT+F1 to F12 as programmable text keys<br /> Key ALT+F4 is programmed to /exit by default<br /> Added rename function for car setups<br /> <br /> FIX : LOD values were rounding to one decimal place<br /> FIX : Clutch pedal was not shown in controls setup screen<br /> FIX : Mip bias setting was wrongly affecting in-game text<br /> FIX : Clickable buttons in connection list at start of race<br /> FIX : Changes were lost when selecting in car / custom views<br /> FIX : Could not view user names in replay if MP mode was Demo<br /> FIX : Black screen bug changing between full screen and windowed<br /> <br /> Views :<br /> <br /> Improved position of road car internal mirrors<br /> Separate mirror offset for custom and internal views<br /> Internal mirror offset limit increased to 400 mm<br /> Draw driver / wheel option added to custom views<br /> Roll function added to SHIFT+U free camera mode<br /> TV camera, CTRL + arrow keys change zoom and roll<br /> Maximum value reached marker added to virtual pedals<br /> Single seater car shadows now visible in custom views<br /> Custom view mode selection now separate for main and look<br /> Buttons in view options to set custom view to eye or centre<br /> BF1 / FO8 show virtual clocks if wheel draw is switched off<br /> Custom view settings are now separate for all cars<br /> Custom views are now stored in data\views folder<br /> <br /> Controllers :<br /> <br /> Axis, button and key assignments stored in .con files<br /> Sequential shift automatically used for single seaters<br /> Separate shift help settings for sequential and shifter<br /> All steering wheels default to separate throttle / brake<br /> Non-wheel game controllers default to combined thr / brk<br /> Controls setup screen now shows the currently pressed buttons<br /> Wheel turn minimum reduced to 90 degrees (for sticks / pads)<br /> CTRL+F1 to F12 text keys are all now assignable to buttons<br /> Car's steering wheel turns now shown in steering settings<br /> <br /> Windows Vista Support :<br /> <br /> FIX : Sound now works correctly in Windows Vista<br /> FIX : Unlocking is now possible in Windows Vista<br /> <br /> New LFS script system :<br /> <br /> - Place text file of commands xxx.lfs in script folder<br /> - Then script xxx.lfs can be run by typing /run xxx<br /> - Note : CAR.lfs is run when you select CAR e.g. XFG, BF1<br /> - Note : autoexec.lfs is run when LFS reaches entry screen<br /> <br /> New text commands added (see Commands.txt in docs folder) :<br /> <br /> /fov [degrees] - field of view<br /> /ff [0-200] - force feedback strength<br /> /axis [axis] [function] - e.g. /axis 2 throttle<br /> /invert [0/1] [function] - e.g. /invert 1 brake<br /> /button [button] [function] - e.g. /button 5 shift_up<br /> /key [key] [function] - e.g. /key Q handbrake<br /> /head_tilt [degrees] - 1g head tilt<br /> /lateral_shift [m] - 1g lateral shift<br /> /forward_shift [m] - 1g forward shift<br /> /vertical_shift [m] - 1g vertical shift<br /> /say [message] - same as typing a chat message<br /> /echo [text] - show text only on local screen<br /> /spec [name] - same as spectate [name]<br /> /ctrlf [num] [text] - change text e.g. /ctrlf 1 hello<br /> /altf [num] [text] - change text e.g. /altf 1 /view=driver<br /> /wheel_turn [degrees] - specify turn angle of controller<br /> /press [key] - simulate key press<br /> /ctrl [key] - ctrl + key<br /> /shift [key] - shift + key<br /> /alt [key] - alt + key<br /> /autoclutch [0-1] - turn autoclutch off / on<br /> /gccut [0-1] - throttle cut on upshift<br /> /gcblip [0-1] - throttle blip on downshift<br /> /axlaps [num] - set autocross number of laps<br /> /view [fol/heli/cam/driver/custom] - select view<br /> <br /> IN A SCRIPT : //comment - this line is ignored<br /> IN CHAT BOX : //xxx - short for /run xxx<br /> <br /> /hrun X : admin can run script X on host<br /> /exec E C : run program E with command line C<br /> <br /> /shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)<br /> /hidetext [no/yes] - hide text (like SHIFT+F)<br /> <br /> New file associations system :<br /> <br /> SPR / MPR / SET / LYT files can now be opened directly<br /> In Windows, right click and set them to open with LFS<br /> <br /> Double clicking a SET or LYT file copies it to its folder<br /> Double clicking a SPR or MPR file copies and runs the replay<br /> <br /> Misc :<br /> <br /> Added file docs\Commands.txt - listing ALL commands<br /> Updated... docs\Autocross.txt - for new functions<br /> <br /> Option : minimum time between gearshifts (debounce)<br /> S1 users can now use the automatic skin download system<br /> S2 users can see and join S1 hosts in List of Games screen<br /> When first run, LFS defaults to desktop screen resolution<br /> Restricted areas and route checkers added to autocross<br /> Welcome / Tracks filename length increased to 31 chars<br /> New car data output files (press letter O in garage)<br /> Gearshift debounced (can't shift twice within 50 ms)<br /> <br /> InSim : MCI packets are now available in arenas<br /> InSim : IS_RES qualify packets sent even if not in table<br /> <br /> FIX : Outguage reported remote cars fuel load<br /> FIX : Driver's body optimisation was too sensitive<br /> FIX : Selecting drag strip often resulted in 3 lap race<br /> FIX : OutGauge now works on remote cars / MPR / external<br /> FIX : Formula dash live settings now work in custom view<br /> FIX : Reverse driving in hotlapping mode now invalidates HLVC<br /> FIX : Starting LFS with /join command, needlessly loaded last track<br /> FIX : Corrected positions of translator names on credits screen<br /> FIX : Mirrors and clocks sometimes corrupted after minimising<br /> FIX : Mirror option ALL did not show a mirror in wheels view<br /> FIX : Small map sometimes went off screen or overlapped text<br /> FIX : CTRL+F keys did not work during replays<br /> == 0.5U10 == ''Jun 30, 2006''<br /> <br /> SHIFT+S when spectating now goes to garage<br /> Single seater car shadows now visible in custom views<br /> Clicking join with no car selected goes to select car screen<br /> Garage when not in race now shows spectate and join buttons<br /> Start new game with no track selected goes to select track<br /> Game setup screen : ENTER key - joins race / sets ready<br /> Separate shift help settings for sequential and shifter<br /> Sequential shift automatically used for single seaters<br /> Axis, button and key assignments stored in .con files<br /> Maximum value reached marker added to virtual pedals<br /> Cleaner replay start - avoiding flashing entry screen<br /> Separate mirror offset for custom and internal views<br /> Internal mirror offset limit increased to 400 mm<br /> Realistic speedometer based on drive shaft speed<br /> Added layout files (LYT) to file associations<br /> Added rename function for setups<br /> <br /> FIX : Changes were lost when selecting in car / custom views<br /> FIX : Clutch pedal was not shown in controls setup screen<br /> == 0.5U9 == ''Jun 26, 2006''<br /> <br /> FIX : Unlocking on Vista should now work correctly<br /> FIX : Start replay with click brings LFS to foreground<br /> FIX : Formula dash live settings now work in custom view<br /> FIX : OutGauge now works on remote cars / MPR / external<br /> <br /> Added SET file association (copy set to folder)<br /> More lateral offset available for internal mirror<br /> Scroll bar added if more than 7 players in list<br /> Unlocking S2 automatically sets to skip intro<br /> == 0.5U7 == ''Jun 25, 2006''<br /> <br /> Skip intro option now avoids loading track<br /> LFS can now handle SPR and MPR file associations<br /> Separate custom view settings for all cars<br /> Draw driver/wheel option now in custom views<br /> Custom views now stored in data\views folder<br /> RCM now has priority over finished messages<br /> Driver's body optimisation was too sensitive<br /> Welcome and Tracks filename can be up to 31 chars<br /> <br /> FIX : Can now unlock on Windows Vista<br /> FIX : Rare crash in blue flags calculation<br /> == 0.5U == ''Apr 29, 2006''<br /> <br /> Race penalty statistics now sent to LFS World<br /> Changed format of /track host startup command<br /> Removed /config and /reversed startup commands<br /> Some small frame rate optimisations in car draw<br /> Hosts can now display a 200 character welcome message<br /> Added a new command /tracks to specify allowed tracks<br /> OutGauge system for external dashboards (see InSim.txt)<br /> FOX / FO8 / BF1 all have their own dashboard colour slider<br /> Translations and docs folder updated with new translations<br /> Throttle blip on downshift now allowed again with manual clutch<br /> Suspension stronger before it bends but then bends more quickly<br /> <br /> FIX : LFS could crash sometimes when leaving a multiplayer game<br /> FIX : Croatian and Serbian should always be correctly selected<br /> FIX : Could view other racers ARB and Brake Balance online<br /> FIX : LFS crash when starting up with Greek or Norwegian<br /> FIX : Aston Grand Touring / North showed up as AS6 / AS7<br /> FIX : Aston lessons had gone wrong with changed objects<br /> FIX : Downloading Skin message was partially off screen<br /> FIX : Could set wind in hotlapping using /wind command<br /> FIX : Commands /track=as6 and /track=as7 did not work<br /> FIX : Number entry in tyre setup menu did not work<br /> FIX : XF GTI acceleration, PRO level was too easy<br /> FIX : Colour alternation on list of games screen<br /> FIX : LFS could crash when drawing a damaged car<br /> FIX : Connecting player with different weather<br /> FIX : Text command /leave had stopped working<br /> == 0.5T7 == ''Apr 29, 2006''<br /> <br /> Small delay added when a welcome message is displayed and same<br /> track is already loaded (could be too fast before). "A new<br /> guest is connecting" was displayed for too long if connecting<br /> player had same track but different lighting.<br /> Updated translations included.<br /> == 0.5T6 == ''Apr 28, 2006''<br /> <br /> FIX : Text command /leave had stopped working<br /> FIX : Disembodied heads driving UF and RA cars<br /> FIX : XF GTI acceleration, PRO level was too easy<br /> FIX : Your own driver and steering wheel could vanish<br /> NEW : OutGauge system for external dashboards (see InSim.txt)<br /> <br /> == 0.5T5 == ''Apr 27, 2006''<br /> <br /> Hosts can use a 200 character welcome message from a text file<br /> T5 or later guests will see the message while connecting<br /> E.g. text file named "welcome.txt" contains a message<br /> - then start host with /welcome=welcome.txt<br /> <br /> Changed format of /track command in startup - now consistent<br /> Removed /config and /reversed commands<br /> Example of new version : /track=BL1<br /> <br /> Added a new command /tracks to specify a list of allowed tracks<br /> E.g. text file named "tracks.txt" contains a track on each line<br /> - then start host with /tracks=tracks.txt<br /> <br /> Included updated translations<br /> Included Aston lessons fix for changed objects<br /> FIX : Number entry in tyre setup menu did not work<br /> FIX : Could set wind in hotlapping using /wind command<br /> FIX : Could view other racers ARB and Brake Balance online<br /> == 0.5T4 == ''Apr 26, 2006''<br /> <br /> FIX : Croatian and Serbian should always be correctly selected.<br /> Added four more characters ro the "Brakes / TC" translation.<br /> FOX / FO8 / BF1 all have their own dashboard colour slider.<br /> Some more small optimisations in car draw (graphics code).<br /> Tiny change in skid creation code to make it safer.<br /> == 0.5T3 == ''Apr 25, 2006''<br /> <br /> FIX : Croatian should be selected by default on Croatian computer.<br /> Throttle blip on downshift is now allowed again with manual clutch.<br /> Suspension is stronger before it bends, but then bends more quickly.<br /> Race penalties are now sent as stats to LFS World (awaiting update).<br /> == 0.5T2 == ''Apr 24, 2006''<br /> <br /> FIX : LFS could crash sometimes, when leaving a multiplayer game.<br /> FIX : Downloading Skin message was partially off screen.<br /> FIX : Colour alternation on list of games screen.<br /> Some very small optimisations in graphics code.<br /> == 0.5T == ''Apr 21, 2006''<br /> <br /> FIX : LFS crash (often during a multi car pile up)<br /> FIX : LFS crash when starting up with Greek or Norwegian<br /> FIX : Aston Grand Touring / North showing up as AS6 / AS7<br /> FIX : Commands /track=as6 and /track=as7 did not work<br /> == 0.5S == ''Apr 21, 2006''<br /> <br /> Included the BMW Sauber racing car<br /> Improved the slipstream simulation<br /> Improvements in tyre and car physics<br /> Graphics option : Use compressed skins<br /> Included Spanish training translations<br /> Replay speed (F2) minimum is now 0.125<br /> Traction control added to FZ50 road car<br /> Updated translator names on credits page<br /> Longer start delay if more players in race<br /> Gear shift levers no longer hold the clutch<br /> Pit speed limiter now visible on remote cars<br /> Better dashboard on Formula XR and Formula V8<br /> French and Russian keys guides (in docs folder)<br /> InSim NLP and MCI packets now support 2000 laps<br /> Small changes to the mass and power of some cars<br /> 15:4 screen ratio now detected as a 3-screen mode<br /> <br /> FIX : Wing angle bug causing physics exploit<br /> FIX : Command line /hours=x is now implemented<br /> FIX : Bug in haze effect, now usable in tv cameras<br /> FIX : Bug in demo /ban function with coloured names<br /> FIX : After driver change - timing info not visible<br /> FIX : Qualifying could end up to 6 seconds too early<br /> FIX : Pasting long line of text would make LFS crash<br /> FIX : LFSW lap times bounded to 1 hour to avoid wrap<br /> FIX : Could sometimes teleport after a driver change<br /> FIX : Changing tyre type, warmed to wrong temperature<br /> FIX : Could get stuck in pits when changing fuel load<br /> FIX : Mudguards and brakes vanish when changing plate<br /> == 0.5Q == ''Nov 26, 2005''<br /> <br /> New language support :<br /> <br /> Several updates allowing new translations and new character sets...<br /> <br /> 6 new codepages in addition to Latin-1 :<br /> - Cyrillic, Greek, Central Europe, Turkish, Baltic, Japanese (Katakana)<br /> <br /> 5 new translations :<br /> Russian, Estonian, Serbian, Greek, Polish<br /> <br /> Automatic codepage selection, when changing keyboard in Windows<br /> New text entry system, handles multiple codepages and colours<br /> User can select code page manually, if required (press CTRL)<br /> Text colours - CTRL + 0 to 7 : change colour / CTRL + 8 : default<br /> Can use a comma instead of a full stop when entering a number<br /> New ^9 code - restore original colour without changing codepage<br /> Autocross editor distance measure display is now translatable<br /> CTRL in text input box : click down arrow to show characters<br /> <br /> Other updates :<br /> <br /> Pit stop required (yes or OK=done) is now shown in the F12 menu<br /> Avoiding invalid key beep on Scroll Lock, Num Lock and Pause<br /> Faster text draw by using fewer, bigger textures (less swapping)<br /> SHIFT+O now enters options from setup screen (same as in game)<br /> Join screen shows selected player and gives access to options<br /> "Corrupted NameReply" error message removed from List of Games<br /> New /out command - ignored by LFS but seen by InSim programs<br /> Controller buttons can be assigned to text keys CTRL+F9-F12<br /> <br /> Fixes :<br /> <br /> FIX : Wrong fuel amount transferred to new player when taking over car<br /> FIX : Faulty online host sometimes causing LFS to hang in List of Games<br /> FIX : Some missing characters added to Latin 1 code page<br /> FIX : "Race Ends : 1" message shown wrongly in garage<br /> FIX : KNW filenames depended on selected language<br /> FIX : Some changes to the text in braking lessons<br /> FIX : Numeric keypad 0,1,2,7,8,9,-,/ keys now work correctly in game<br /> FIX : Loss of racing line rubber : "Path info changed" message<br /> FIX : Text about upload of 56k modem - in fact 33.6 kbits/sec<br /> FIX : Holding SHIFT+X from in-game put LFS into a strange state<br /> FIX : Repeated message "Could not load colours - using default"<br /> FIX : Crash if track changed when user was in select car screen<br /> FIX : No mid-race join option now only active if 2 cars in race<br /> FIX : Last key pressed in text box could activate its function<br /> FIX : TAB and SHIFT+TAB should now show all cars and not crash<br /> FIX : Page Up and Page Down keys generated " and ! characters<br /> FIX : Small numerical error in foot-pounds and bar units<br /> FIX : Third decimal place of message text size was not saved<br /> FIX : Max length player name with a full stop would be corrupted<br /> FIX : Various bugs and crashes when using nogfx / invisible host<br /> FIX : Some problems with kick/ban and sharing of ambiguous names<br /> == 0.5P12 == ''Nov 25, 2005''<br /> <br /> Updates :<br /> <br /> Copy and paste of text in LFS now preserves colour and codepage<br /> Ping display in list of games now uses translatable text : "ms"<br /> "Corrupted NameReply" error message removed from List of Games<br /> Autocross editor distance measure display is now translatable<br /> Text input CTRL + 0 to 7 : change colour / CTRL + 8 : default<br /> CTRL in text input box : click down arrow to show characters<br /> New /out command - ignored by LFS but seen by InSim programs<br /> Controller buttons can be assigned to text keys CTRL+F9-F12<br /> Added names of new translation people to the credits page<br /> <br /> Fixes :<br /> <br /> FIX : Third decimal place of message text size was not saved<br /> FIX : Coloured F key text inserted in text box appeared wrong<br /> FIX : Untranslatable messages appearing in the wrong code page<br /> FIX : Player name shown above car appearing in wrong code page<br /> FIX : CTRL + any key press now does nothing unless supposed to<br /> FIX : Invalid key sound on pressing valid keys in training mode<br /> FIX : Could not delete some chars typed after clicking a player<br /> FIX : Colouring problem with player names beside typed messages<br /> FIX : High-ascii latin chars in player going to message codepage<br /> FIX : Max length player name with a full stop would be corrupted<br /> FIX : Various bugs and crashes when using nogfx / invisible host<br /> FIX : Some problems with kick/ban and sharing of ambiguous names<br /> == 0.5P5 == ''Oct 21, 2005''<br /> <br /> Improvements and fixes :<br /> <br /> Message text size slider can go down to 0.03<br /> Improved various Cyrillic and Latin characters<br /> New translatable text for screen : "bit" and "Hz"<br /> Text is slightly narrower than P4 widened version<br /> Text width remains constant in wide screen modes<br /> Added feminine ordinal indicator (superscript a)<br /> Some changes to the text in all braking lessons<br /> Added : Russian, Estonian, Serbian translations<br /> <br /> FIX : Greek capital iota with diaeresis<br /> FIX : Bug with channel names in radio editor<br /> FIX : Bug when trying to edit a number plate<br /> FIX : Hot keys (T, F, etc) should work properly<br /> FIX : KNW filenames depended on selected language<br /> <br /> Known Issues :<br /> <br /> - Still no way to change the active code page while in game.<br /> - Various other old bugs, not related to translations... <br /> == 0.5P4 == ''Oct 15, 2005''<br /> <br /> Language Support Improvements :<br /> <br /> Accented capital letters now full size<br /> Removed "Added ID X" and "Removed X"<br /> Added language name to translations<br /> Fixed Central European E with caron<br /> Improved some Cyrillic characters<br /> Steeper and clearer accents<br /> Added the section sign (§)<br /> <br /> Other Fixes :<br /> <br /> FIX : Sometimes hanging in List of Games<br /> FIX : Race ends shown wrongly in garage<br /> FIX : Fuel amount when taking over car<br /> <br /> Known Issues :<br /> <br /> - In game keys such as T (talk) or F (forces) may not work with some selected keyboard layouts.<br /> - Still no way to change the active code page while in game.<br /> - Various other old bugs, not related to translations... <br /> == 0.5P3 == ''Oct 13, 2005''<br /> <br /> Added support for Katakana, Cyrillic, Greek and other European characters<br /> <br /> Other Fixes :<br /> <br /> - Incorrect fuel amount transferred to new player when taking over car<br /> - Faulty online host sometimes causing LFS to hang in List of Games<br /> == 0.5P2 == ''Aug 7, 2005''<br /> <br /> New Car Filter System (List of Games Screen) <br /> <br /> The car filters help you find the host you want. <br /> <br /> The QUICK method of using the filters : <br /> <br /> Use the car class buttons on the right of the screen to <br /> quickly set several car filters. ALL is the default. <br /> <br /> For fine tuning or manual operation : <br /> <br /> Click on the vertical car names in the list of games. <br /> You can set them to GREY, BLUE or RED. <br /> <br /> GREY : You don't mind if this car is enabled or not <br /> BLUE : This car MUST be available on the host <br /> RED : This car must NOT be available on the host <br /> <br /> - Leave most of them GREY (the default colour) <br /> - The cars you want to use, set them to BLUE <br /> - Use RED only for cars you really don't want to see <br /> <br /> Guests : please do join empty hosts - people will join! <br /> Hosts : please don't allow all cars, if possible. <br /> <br /> <br /> Restart Vote Limitations (for hosts and administrators) <br /> <br /> /rstmin=60 : No RESTART votes for 60 seconds after start <br /> /rstend=30 : No RESTART votes for 30 seconds after finish <br /> Also, no restarts after finish if 2 people are still racing <br /> <br /> <br /> Fixes <br /> <br /> FIX : Switching between SPR / MPR now resets to top of list <br /> FIX : Overlapping text in translated Pit Instructions (F12) <br /> FIX : Force feedback when using "/" or message to player <br /> FIX : Tiny suspension damage causing long pit stop <br /> FIX : Crash on clicking user buttons in host options <br /> FIX : Bug in /exit command from Multiplayer screen <br /> <br /> <br /> Updates <br /> <br /> - Qualification Time and Race Laps display in F12 menu <br /> - Pit Stop Required - message at start lasts a bit longer <br /> - Qualifying or Race Restarts - clearly visible in garage <br /> - Zoom keys for SHIFT+U mode : 4,5-IN / 6,7-OUT <br /> - Increased size of MPR packet stash <br /> <br /> <br /> Updated Text Commands <br /> <br /> These commands can now be used in game : <br /> /car X /setup X <br /> <br /> New commands for setup screen / in game : <br /> /colour X /player X <br /> <br /> New commands with no parameter : <br /> /join /spectate /leave <br /> <br /> <br /> InSim Updates <br /> <br /> FIX : InSim excessive packet flood on race restart <br /> FIX : Text commands can now be issued at a fast rate <br /> <br /> InSimVer (protocol number) is increased to 2 (was 1). <br /> <br /> /rcm MESSAGE ... set a Race Control Message to be sent <br /> /rcm_ply USERNAME ... send the RCM to USERNAME <br /> /rcm_all ... send the RCM to all <br /> /rcc_ply USERNAME ... Clear USERNAME's RCM <br /> /rcc_all ... Clear all RCMs <br /> <br /> /pitlane USERNAME ... send username to the pit lane <br /> <br /> /p_dt USERNAME ... give drive through penalty <br /> /p_sg USERNAME ... give stop-go penalty <br /> /p_30 USERNAME ... give 30 second time penalty <br /> /p_45 USERNAME ... give 45 second time penalty <br /> <br /> /mp LOCAL_IP_ADDRESS PORT (entry screen... join local game) <br /> == 0.5P == ''Jun 25, 2005''<br /> <br /> Further developed physics and multiplayer systems<br /> 2 new single seater racing cars (not for the faint hearted)<br /> 3 GTR racing cars of around 500 bhp (keep your hair on)<br /> 2 front wheel drive racing saloon cars<br /> 2 sports cars, one rear and one mid engine<br /> 1 1000cc front wheel drive road car (where's that corner)<br /> Kyoto Ring, Japan - with an Oval configuration<br /> Westhill, England - a high speed track<br /> Aston, England - long and short configurations<br /> 8 S1 cars with graphical and physical developments<br /> 3 updated S1 tracks (Blackwood, Fern Bay, South City)<br /> New objects added to the S1 Autocross arena<br /> Various types of suspension with realistic motion<br /> Support for symmetric and asymmetric setups<br /> Tyre wear, surface and and air temperatures<br /> 48 sampling spots per tyre allowing flat spots<br /> Simulated and visible tyre deformation<br /> Fuel usage, pit stops, speed limits and penalties<br /> F12 Pit instructions system to change strategy<br /> F11 Live settings : anti roll bar and brake balance<br /> Yellow Flag and Blue Flag warning systems<br /> Driver changing for time-based races e.g. 24 hour<br /> And more...<br /> == 0.5L == ''Apr 30, 2005''<br /> <br /> FIX : Alpha sort of car windows / driver names / scenery<br /> FIX : Number plate display when using special characters<br /> FIX : Overhead names now shown unmirrored in the mirror<br /> FIX : Garage 2d view showed another players car colour<br /> FIX : Wheels are now always visible in force draw mode<br /> FIX : Lap times / penalties carrying over to new race<br /> FIX : Camber effect fixes (including low-lod physics)<br /> FIX : BL Car Park now shown with name instead of BL3<br /> FIX : Car's damage remaining at start of test drive<br /> FIX : Auto shifter not changing down at low speeds<br /> FIX : Missing characters in names output to files<br /> FIX : Updated Blackwood track with various fixes<br /> FIX : Fastest lap updated with an equal lap time<br /> FIX : Sharper textures on flat / chalk objects<br /> FIX : OOS - CAR on joining host or pit stop<br /> FIX : Tyres overheating on soft surfaces<br /> FIX : Repaired XF GTI shadow mesh<br /> <br /> Steer compensation slider moved to controls screen<br /> Visible driver in player options even when in game<br /> JOOS - RES R1 etc (results) auto-correction system<br /> JOOS - (other than results) auto-reconnect system<br /> Asymmetric pressure / camber + clickable settings<br /> Tyre temperature display shows green at optimum<br /> Clutch pack differentials replace viscous type<br /> Added optional ID parameter for OutSim packets<br /> Some text characters moved / added / improved<br /> Increased protection against message spamming<br /> List of games now shows private hosts clearly<br /> Show Pedals option now works in cockpit view<br /> List of games filters now work in demo mode<br /> New audio option for wind volume boost<br /> Improved default setups of demo cars<br /> XF GTI power increased to 120 bhp<br /> Training lessons updated<br /> == 0.5K == ''Apr 5, 2005''<br /> <br /> S2 Demo ALPHA released<br /> Demo content only with numerous improvements from 0.3<br /> == 0.3H6 == ''March 3, 2005''<br /> <br /> PATCH H6 fixes an old bug that showed up massively in PATCH H5<br /> <br /> This old bug, when combined with the H5 optimisation, could cause<br /> cars to fall underground, specially the front end of the MRT5.<br /> <br /> == 0.3H5 == ''March 2, 2005''<br /> <br /> PATCH H5 is mainly to test an improvement in frame rate when online.<br /> <br /> 1) Reduced CPU usage in remote car collision detection<br /> 2) Smoothed the motion of the car squares on the small map display<br /> 3) Fixed the flashing cars on the boundary of multiplayer draw distance<br /> == 0.3H4 == ''Feb 25, 2005''<br /> <br /> The main purpose of PATCH H4 is to test another attempted bug fix.<br /> <br /> The rare "car stops and flickers when someone else leaves the pits" bug<br /> still comes up. There's no known way to reproduce the bug at will,<br /> so it's very hard to find and fix.<br /> <br /> This patch includes extra protection for the bug, and shows various <br /> red error messages if the bug is found and corrected.<br /> <br /> 1) Extra protection for the car flickering bug<br /> 2) Fix for a possible crash<br /> 3) RAF output : spring / dampc / dampr / brake corrected : int -> float<br /> == 0.3H3 == ''Ocz 19, 2004''<br /> <br /> 1) Sometimes, some objects could flicker rapidly on and off. An example<br /> was at South City Long, before turning right at the corner after the<br /> hairpin, a traffic light on the right would flicker on and off.<br /> <br /> This patch reprocesses the draw lists when loading a track, and should<br /> eliminate most cases of objects that vanish for a moment.<br /> <br /> 2) When exiting from the multiplayer section soon after getting a list<br /> of games, sometimes you would be forced to wait for several seconds<br /> while watching a message "Closing X connects".<br /> <br /> This patch asks windows to terminate the connects immediately, so in<br /> most cases you should not see this message again.<br /> == 0.3H2 == ''Oct 12, 2004''<br /> <br /> 1) Sometimes, you can receive corrupted UDP packets. In some cases this <br /> could cause a rare bug where your own car would start flickering from<br /> one side of the track to the other for a while.<br /> <br /> This patch contains a few lines of extra code in an attempt to stop this<br /> happening. When the bug would have come up, LFS displays a message in<br /> red : "Corrupted UDP Packet".<br /> == 0.3H == ''Oct 8, 2004''<br /> <br /> ---General---<br /> <br /> Skid marks<br /> Darker tyres<br /> Smoke improvements<br /> Better CPU saving in entry screens<br /> Included Italian, Spanish and Turkish translations<br /> No need to type in key to unlock (a license is still required)<br /> Virtual clocks are moved in when connection list (N) is displayed<br /> <br /> ---Multiplayer---<br /> <br /> Info message in List of Games<br /> New online cheat protection system<br /> Host auto-restarts in the event of a bad timeout error<br /> Cleaned up and improved the code for connecting and disconnecting<br /> FIX : Auto-kick of lagging racers who were not going the wrong way<br /> FIX : Bugs that could cause an immediate OOS kick after connecting<br /> FIX : Strange "Can't pit" messages when another racer was pitting<br /> FIX : Bugs that could cause a multiple OOS kick while racing<br /> FIX : Dedicated host startup error messages<br /> FIX : InSim can bind to specified address<br /> FIX : d3d error when entering multiplayer<br /> FIX : Bug affecting remote cars accuracy<br /> FIX : Changing password while online<br /> FIX : Some rare crashes<br /> == 0.3G10 == ''Oct 6, 2004''<br /> <br /> Cleaned up and improved the code for connecting to a host<br /> Virtual clocks are moved in when connection list (N) is displayed<br /> FIX : Auto-kick of lagging racers who were not going the wrong way<br /> FIX : Bugs that could cause an immediate OOS kick after connecting<br /> FIX : Strange "Can't pit" messages when another racer was pitting<br /> FIX : Rare bug that could cause a multiple OOS kick while racing<br /> FIX : Removed "Late" messages following a time-out disconnection<br /> FIX : Mid-air skid marks after skidding on a movable object<br /> FIX : Rare host crash<br /> == 0.3G9 == ''Oct 2, 2004''<br /> <br /> FIX : Multiple OOS kicks, sometimes, after someone disconnected<br /> FIX : Host restarts in the event of a bad timeout error<br /> Internal view rubber draw distance increased<br /> == 0.3G8 == ''Oct 1, 2004''<br /> <br /> Small increase in internal view rubber draw distance<br /> Included Italian translation<br /> == 0.3G7 == ''Sep 30, 2004''<br /> <br /> Fixes for new systems introduced in G5 and G6<br /> This is intended to improve the online reliability a lot<br /> == 0.3G6 == ''Sep 29, 2004''<br /> <br /> A new "In Sync" disconnection system...<br /> This is intended to greatly reduce the number of OOS kicks<br /> Included Spanish and Turkish translations<br /> == 0.3G5 == ''Sep 28, 2004''<br /> <br /> Allow max FPS setting to go down to 10<br /> Safer online disconnection system<br /> Longer timeouts for OOS and CP<br /> No OOS messages unless real<br /> FIX : Skid marks fading incorrectly<br /> FIX : Bug affecting remote cars accuracy<br /> FIX : Dedicated host startup error messages<br /> == 0.3G4 == ''Sep 25, 2004''<br /> <br /> FIX : Random OOS kick when joining a host with wind enabled<br /> FIX : Some other reasons for false multiple OOS kicks<br /> FIX : Stop incorrect wrong way kick for lagged racers<br /> FIX : Tyres not so dark (half way back to old version)<br /> FIX : Low frame rate in game setup screens<br /> == 0.3G3 == ''Sep 23, 2004''<br /> <br /> New online cheat protection system<br /> Better CPU saving in entry screens<br /> No need to type in key to unlock<br /> Info message in List of Games<br /> Smoke improvements<br /> Darker tyres<br /> Skid marks<br /> FIX : changing password while online<br /> FIX : d3d error in lag prevention system<br /> FIX : d3d error when entering multiplayer<br /> FIX : InSim can bind to specified address<br /> == 0.3G == ''Apr 10, 2004''<br /> <br /> ---Multiplayer---<br /> <br /> Improved multiplayer timer to reduce time warping<br /> Removed constant "Sync" messages from network debug<br /> Block / unblock user messages by pressing "-" key<br /> Faster host pinging when getting a List of Games<br /> Removed "-" option from List of Games filters<br /> Decreased the size of some packet buffers<br /> Increased size of joiner and authorisation queues<br /> FIX : ghost of user getting stuck in meeting room<br /> <br /> ---Graphical---<br /> <br /> Overhead names are smaller and invisible behind hills<br /> SHIFT+U camera mode improvements (for follow car mode)<br /> Default screen clear changed to "clr + sky" (faster)<br /> FIX : Alpha object sorting when track LOD switched off<br /> FIX : Crash that could happen when changing screen size<br /> FIX : Lag / input problems that showed up with patch F<br /> <br /> ---InSim---<br /> <br /> InSim system to control LFS with an external program<br /> Various packets can be sent to or requested from LFS<br /> Some new console text-based commands have been added<br /> Please read InSim.txt file for programmer information<br /> <br /> ---General---<br /> <br /> Small arrow indicates selected racer in position list<br /> AI drivers try to select colour config with their name<br /> Scroll bar on SPR / MPR / Skin selection screens<br /> FIX : doppler bug with chase and helicopter views<br /> FIX : /speedreduce and /reducehalf, can use "=" sign<br /> == 0.3F == ''Mar 2, 2004''<br /> <br /> ---Graphical---<br /> <br /> Hardware Vertex Shading is now available and useful on high end cards<br /> Higher resolution Z buffer is used and removes some graphical glitches<br /> HVS status and Z buffer depth visible in Options...Graphics screen<br /> New option to turn off Track LOD reduction - affects trees and track<br /> Z buffer depth and HVS mode are selectable in Options... Graphics<br /> Important hardware options saved to special file card_cfg.txt<br /> <br /> ---Keyboard Steering---<br /> <br /> Old predictive keyboard steering system has been removed<br /> Two modes of keyboard steering : "no help" and "assisted"<br /> Fast Steer and Slow Steer slider bars and key assignments<br /> Speed Steer Reduction and Half Reduce Speed m/s for KB<br /> New commands to allow changing of these settings :<br /> /speedreduce X : total steer reduction (0 to 1)<br /> /reducehalf X : speed in m/s for half of reduction<br /> New commands to allow save or load of keyboard settings :<br /> /loadkb X : load settings file (data\misc\X.kbs)<br /> /savekb X : save settings file<br /> <br /> ---General---<br /> <br /> List of games : info button to show host race state<br /> Meeting room : button shows number of people in the room<br /> Autosaved filenames now stripped of illegal characters<br /> Separate speed reduce settings for analogue and keyboard<br /> Automatic language selection the first time LFS is run<br /> MPR : replay autosave now uses more descriptive filename<br /> SPR : controller type now shown in "connection list" (N)<br /> List of Games new "-" filter - turn on to show old hosts<br /> Controller type is now shown in list of connections<br /> Right-click on list of connections to get editable name<br /> CTRL + SHIFT now shows user name in race position list<br /> Improved (some 3d cards) texture glitching on first lap<br /> Added new translations - Nederlands.txt and Català.txt<br /> Space bar no longer exits from Replay or Test Drive<br /> Auto-restarted SP replay stays in selected view mode<br /> FIX : Host selectable IP was affecting guest connections<br /> FIX : Controllers now keep same value when window loses focus<br /> <br /> ---Host Changes---<br /> <br /> Host name is displayed on console window<br /> <br /> New commands for command line or host admin :<br /> <br /> /autokick=no/yes/ban (Wrong way auto kick)<br /> /start=fixed/finish/reverse/random (Default race start)<br /> <br /> New admin commands (or non-admin if "select" is enabled) :<br /> <br /> /autox XXX : load layout XXX for this area (AU1_XXX.lyt)<br /> /axlist : get list of host's layouts for current track<br /> /axlist TRACK : get list for specified track, e.g. AU1<br /> /axclear : clear layout<br /> <br /> Non-admin access to old commands if "select" is enabled :<br /> <br /> /track /weather /qual /laps /wind<br /> <br /> In-game notification when a racer gets a PB<br /> <br /> New commands for anyone to get info from LFS World :<br /> <br /> /w CMD sends command to LFS World for current car/track<br /> e.g. /w pb (Personal Best) or /w laps (Laps)<br /> <br /> /ws TRACK CAR CMD sends command for specified car/track<br /> e.g. /ws BL1R T pb (get PB in XR GT Turbo at BL Rev)<br /> <br /> More online DB access commands can be found on the<br /> "LFS Keys" page at www.liveforspeed.net<br /> <br /> New /m command to get info from master server :<br /> <br /> /m find USER : find a user online<br /> /m ? : get a list of master commands<br /> <br /> DEMO host changes :<br /> <br /> Can't join with a name that is already used<br /> Admin can now use /kick X and /ban X Y<br /> == 0.3E12 == ''Feb 27, 2004''<br /> <br /> Frame rate increase with more HVS-related optimisation<br /> List of games : info button to show host race state<br /> Meeting room : button shows number of people in the room<br /> Autosaved filenames now stripped of illegal characters<br /> Separate speed reduce settings for analogue and keyboard<br /> Automatic language selection the first time LFS is run<br /> MPR : replay autosave now uses more descriptive filename<br /> SPR : controller type now shown in "connection list" (N)<br /> FIX : Autocross now uses LOD even when track LOD is OFF<br /> <br /> E12 HOST CHANGES : (for guests - you must be on an updated host)<br /> <br /> New admin commands (or non-admin if "select" is enabled) :<br /> <br /> /autox XXX : load layout XXX for this area (AU1_XXX.lyt)<br /> /axlist : get list of host's layouts for current track<br /> /axlist TRACK : get list for specified track, e.g. AU1<br /> /axclear : clear layout<br /> <br /> Non-admin access to old commands if "select" is enabled :<br /> <br /> /track /weather /qual /laps /wind<br /> <br /> In-game notification when a racer gets a PB<br /> <br /> New commands for anyone to get info from LFS World :<br /> <br /> /w CMD sends command to LFS World for current car/track<br /> e.g. /w pb (Personal Best) or /w laps (Laps)<br /> <br /> /ws TRACK CAR CMD sends command for specified car/track<br /> e.g. /ws BL1R T pb (get PB in XR GT Turbo at BL Rev)<br /> <br /> More online DB access commands can be found on the<br /> "LFS Keys" page at www.liveforspeed.net<br /> <br /> New /m command to get info from master server :<br /> <br /> /m find USER : find a user online<br /> /m ? : get a list of master commands<br /> == 0.3E10 == ''Feb 20, 2004''<br /> <br /> List of Games new "-" filter - turn on to show old hosts<br /> Controller type is now shown in list of connections<br /> Right-click on list of connections to get editable name<br /> CTRL + SHIFT now shows user name in race position list<br /> Improved (some 3d cards) texture glitching on first lap<br /> Speeded up "generating" stage of track initialisation<br /> Added new translations - Nederlands.txt and Català.txt<br /> Speed Steer Reduction and Half Reduce Speed m/s for KB<br /> New commands to allow changing of these settings :<br /> /speedreduce X : total steer reduction (0 to 1)<br /> /reducehalf X : speed in m/s for half of reduction<br /> New commands to allow save or load of keyboard settings :<br /> /loadkb X : load settings file (data\misc\X.kbs)<br /> /savekb X : save settings file<br /> FIX : Host selectable IP was affecting guest connections<br /> <br /> E10 HOST CHANGES:<br /> <br /> New command for host admin :<br /> /autox X : load autocross layout named X for this track<br /> FIX : Autocross layout bug when changing track or config<br /> <br /> E9 HOST CHANGES:<br /> <br /> New commands for command line or host admin :<br /> /autokick=no/yes/ban (Wrong way auto kick)<br /> /start=fixed/finish/reverse/random (Default race start)<br /> DEMO host changes :<br /> Can't join with a name that is already used<br /> Admin can now use /kick X and /ban X Y<br /> Host name is displayed on console window<br /> == 0.3E8 == ''Feb ??, 2004''<br /> <br /> Updated translatable text with the new strings<br /> Reduced lower limits of sliders for keyboard rates and limits<br /> == 0.3E7 == ''Feb ??, 2004''<br /> <br /> Two modes of keyboard steering : "no help" and "assisted"<br /> Fast Steer and Slow Steer slider bars and key assignments<br /> Mouse / Keyboard steering mode included in the SPR file<br /> E7 hosts only accept connection from E7 or later guests<br /> == 0.3E6 == ''Feb ??, 2004''<br /> <br /> New keyboard steering modes rewritten<br /> Added one new keyboard steering mode<br /> Z buffer depth and HVS mode are selectable in Options... Graphics<br /> Important hardware options saved to special file card_cfg.txt<br /> == 0.3E5 == ''Feb ??, 2004''<br /> <br /> Added slider bars for keyboard control :<br /> - Return rate multiplier (0.5 to 1.0) - affects steer return speed<br /> - Quick rate multiplier (1.0 to 3.0) - speed when CTRL key pressed<br /> Z buffer depth is selectable in cfg.txt<br /> - Can take values 16, 24, 32, or 0 (default) meaning "automatic"<br /> - Cards that support HVS will auto-select 24-bit<br /> - Cards that do not support HVS will auto-select 16-bit<br /> == 0.3E4 == ''Feb ??, 2004''<br /> <br /> Hardware Vertex Shading is now available and useful on high end cards<br /> Higher resolution Z buffer is used and removes some graphical glitches<br /> HVS status and Z buffer depth visible in Options...Graphics screen<br /> New option to turn off Track LOD reduction - affects trees and track<br /> Three new keyboard steering methods have been introduced as a test<br /> FIX : Controllers now keep the same value when the window loses focus<br /> == 0.3E == ''Dec 15, 2003''<br /> <br /> New S1 car is included : MRT5<br /> Added Norwegian language pack<br /> Hotlapping mode displays sector times<br /> Handbrake is applied when leaving pits<br /> MP Replay can now be paused with P key<br /> Added drivers with grey and black suits<br /> Mouse can be selected as a control axis<br /> Resets with direction towards racing line<br /> Shiny helmets - can change colour or skin<br /> Improved AI speed (a bit) and reliability<br /> Car is displayed in on-screen race results<br /> View heading and view pitch stored per car<br /> Follower view starts behind car when selected<br /> Virtual mirror moves up when view pitched down<br /> Graphical speedups - spokes, subobjects, drivers<br /> Distance measurement in autocross editor - Press D<br /> Refresh rate is selectable if supported by drivers<br /> Can use command file instead of a long command line<br /> Car is drawn at full resolution in pits / garage<br /> FIX : Position of shadow has been improved<br /> FIX : Minor change to smoke output by cars<br /> FIX : Lighting bug at the edges of tyre tread<br /> FIX : Overlapping timing text in translations<br /> FIX : message logging crash with % in message<br /> FIX : Replays going OOS on use of reset key<br /> FIX : SO reset in mid air or on top of flyover<br /> FIX : AI drivers can now get off the long grass<br /> FIX : Added protection against some cheating methods<br /> FIX : Crash caused by overflow in name and plate entry<br /> == 0.3D == ''Oct 31, 2003''<br /> <br /> FIX : One problem with clicking some buttons<br /> == 0.3C == ''Oct 30, 2003''<br /> <br /> ---Multiplayer---<br /> <br /> Multiplayer system allows 16 connections in S1 mode<br /> New multiplayer physics LOD system for remote cars<br /> Multiplayer speedup option disabled in external views<br /> New command line options /ip /admin /patchc<br /> Host can specify the IP address to use<br /> Admin password allows admin guest to control host<br /> Host admin guests are immune from vote kick or ban<br /> Host Option : Version C protocol - new functions<br /> <br /> ---Version C protocol---<br /> <br /> Extra cheat protection for a known loophole<br /> Allowed cars can be changed while host is running<br /> Settings can be changed while host is running<br /> <br /> ---DEDI host changes---<br /> <br /> Text input for messages and commands (see below)<br /> DirectX&amp;reg; installation is no longer required<br /> The "nogfx" window size has been reduced<br /> <br /> ---Views---<br /> <br /> Central view is now an editable custom view<br /> View sequence (V key) includes overhead camera<br /> SHIFT + V - Go through view sequence in reverse<br /> SHIFT + F1 - Return to default driver view<br /> ALT + F1-F5 : Instant view selection<br /> View option : Virtual start lights<br /> New option for in-car view : Rotate view<br /> List of names in-game : V button to view player<br /> FIX : Instant look return when using steer view<br /> <br /> ---List of Games Screen---<br /> <br /> Host filter options : Private / Public / Empty / Full<br /> New meeting room system to meet other racers<br /> Scroll bar added to the list of games<br /> <br /> ---Various---<br /> <br /> Car sounds limited to 4 nearest cars to improve FPS<br /> High security firewalls : Port 80 option in cfg.txt<br /> Difference timer duration increased to 12 seconds<br /> Scroll bars added to setups and colours in garage<br /> Text entry improved (CTRL + left / right / delete)<br /> German, French and Portuguese translations updated<br /> New Finnish translation pack included<br /> FIX : ALT + some keys on french keyboard<br /> FIX : Some crash bugs found in patch B<br /> == 0.3B == ''Sep 25, 2003''<br /> <br /> cars joining race - delay texture load to avoid glitch<br /> faster track generation after first load of each track<br /> list of games shows allowed cars and host settings<br /> translation system - see readme.txt for more info<br /> simple car draw headlights improved by removing glass<br /> right-click now moves race laps or qualify mins by 10<br /> version and copyright message now shown on entry screen<br /> small improvements to dynamic lod system improving fps<br /> qualifying : restart uses default system after a race<br /> show names (N keypress) setting is stored on exit<br /> game control keys now not affected by caps lock<br /> quick key to skip current tune : SHIFT+K<br /> font : updated and added some characters<br /> misc option : dynamic LOD reduction switch<br /> misc option : skip intro and exit screen<br /> FIX : South City walls lacking HLVC check<br /> FIX : hotlapping error (early start + limited laps)<br /> FIX : MPR - races appearing as qualifying or practice<br /> FIX : exhaust going to wrong side on left-drive car<br /> FIX : non-ded host had to select at least one demo car<br /> FIX : locked demo crashed loading replay with S1 track<br /> FIX : editor buttons vanishing with too many objects<br /> FIX : could not connect to a demo host with password<br /> FIX : shifter could select higher gear than allowed<br /> FIX : "host is loading track" bug - host repairs itself<br /> FIX : special dedicated host can now support autocross<br /> == 0.3A == ''Jul 17, 2003''<br /> <br /> 4 new cars, including fwd, rwd and 4wd<br /> 20 new race track configurations in two track areas<br /> a drag strip, an autocross area and an autocross editor<br /> automatically gathered online statistics on our website == 0.2F == ''Jun 25, 2003''<br /> <br /> default master server IP address updated<br /> checkpoint time differences shown with position list<br /> FIX : test drive swap side when updating controls<br /> == 0.2E5 == ''Jun 18, 2003''<br /> <br /> default master server IP address updated<br /> text box : paste text into / copy whole message from<br /> text box : up and down arrow keys retrieve messages<br /> FIX : international characters on number plates<br /> FIX : ALT + numpad special keys work without num lock<br /> == 0.2E4 == ''Jun 6, 2003''<br /> <br /> restart option : fixed / finish order / reverse / random<br /> disabled joining race with same name as another driver<br /> default number of laps in a race changed from 3 to 5<br /> command line startup - host name truncated to 31 chars<br /> motion simulator support with UDP packet - see readme.txt<br /> non-HLVC SPR now includes real driver's best lap time<br /> FIX : host crash that usually appeared after a few days<br /> FIX : crash when entering host with different track<br /> FIX : brake objects vanishing when selecting a colour<br /> FIX : now impossible to change brake help during a replay<br /> FIX : illegal characters now excluded from filenames<br /> FIX : MPR file spec error [total / best times swapped]<br /> FIX : SHIFT+U mode now disabled during intro replay<br /> FIX : RAF output - config name includes REV if reversed<br /> == 0.2E1 == ''Jun 1, 2003''<br /> <br /> Z buffer improvement (wheels showing through body)<br /> improved smoothness of user camera following car<br /> new long single player replay SPR - replaces GST format<br /> file header changes to SPR and MPR replays - see website<br /> display option - show overall times [relative / absolute]<br /> chat disabled during replays and F2 / F3 don't need SHIFT<br /> guest.txt file added similar to hostX.txt see readme file<br /> engine rotation directions set to normal for a road car<br /> view option : central view Y and Z offset [forward / down]<br /> suspension : wheel moving up far will hit a fixed bumpstop<br /> pits / garage : suspension motion range is displayed<br /> pits / garage : user can set individual gear ratios<br /> FIX : join at same time - one racer getting another's car<br /> FIX : untextured surfaces too dark when using 2X textures<br /> FIX : text vanishing when backspace key is pressed<br /> FIX : SHIFT / CTRL / ALT keys lift when window loses focus<br /> FIX : controller inputs hold value when window loses focus<br /> FIX : list of games now displays correct "can join" number<br /> FIX : widescreen effect extra pixels at top of screen<br /> FIX : faster host reconnect after unusual master error<br /> == 0.2D4 == ''May 10, 2003''<br /> <br /> international keyboard and character support<br /> keyboard steer - new "limit multiplier" slider<br /> list of games groups wrong versions together<br /> FIX : OOS if joined host when someone is ready<br /> FIX : nogfx or invisible dedicated host crash<br /> FIX : player name was not stored at start of GST<br /> FIX : RAF data output not working on first lap<br /> == 0.2D3 == ''May 7, 2003''<br /> <br /> FIX : OOS disconnections when a player leaves<br /> FIX : immediate OOS disconnection on joining host<br /> FIX : dedicated host taking 100% of CPU<br /> FIX : nogfx or invisible dedicated host crash<br /> == 0.2D2 == ''May 7, 2003''<br /> <br /> Button clutch now activates full clutch instantly<br /> FIX : continual disconnections due to reported OOS<br /> FIX : throttle / brake rate renamed to button control rate<br /> FIX : XF GTI gearchange now speeded up to match XR<br /> FIX : split time text colour was not stored on exit<br /> FIX : more reasonable minimum value for brake force<br /> == 0.2D == ''May 7, 2003''<br /> <br /> FEATURES AND IMPROVEMENTS :<br /> <br /> screen to select resolution + 16 or 32 bit and quick keys<br /> wide screen effect in screen options 16:9 on 4:3 monitor<br /> special hot lap support system, hlvc and start position<br /> user view camera - SHIFT+U from game<br /> extra info in hoststatX.txt (see below command Line options)<br /> command line now accepts empty password<br /> hidden host - not in list of games but can connect by name<br /> multiplayer synchronisation check - OOS player disconnects<br /> option CTRL+C - limit mouse cursor position to LFS window<br /> option CTRL+TAB - race results appear on screen<br /> all settings bounded to standard (unhacked) range<br /> skins_x folder for downloaded skins - not shown to select<br /> display options - set colour of central text<br /> MPR replays improvement - lag and warp reduction<br /> <br /> BUG FIXES :<br /> <br /> multiplayer synchronisation bugs (false starts etc)<br /> vanishing cars (loss of UDP) while spectating<br /> now deletes hoststatX.txt on leaving program<br /> cfg.txt : "Use HTL" option - changed and fixed<br /> engine torque was acting relative to world axis<br /> selecting MPR on different track now loads track, no crash<br /> wrong mass in garage with low user lod + simple car draw<br /> simple car draw XR brake lights on all the time<br /> crash if changing "updating path" option<br /> SHIFT+M to turn off mirrors - left a still image<br /> sort by name on Select Skin screen now works<br /> 13th to 16th finisher - car error, 17th - freeze<br /> MPR displayed "car error" at start if player in pits<br /> colours and skins jumping around between cars<br /> nogfx host display, not enough player slots<br /> empty black screen entering new host after being kicked<br /> steer look was wrongly enabled in mouse look modes<br /> N for names, always displayed position list<br /> == 0.2C == ''Apr 2, 2003''<br /> <br /> FIX : host crash if network debug was switched on<br /> == 0.2B == ''Apr 2, 2003''<br /> <br /> UDP instead of TCP for multiplayer car position update packets<br /> Lag and host overload reduced by UDP and packet rate limitation<br /> More host options, number of guests separate from number of cars in race<br /> Upload bandwidth calculation system - warns if host settings too high<br /> Command line parameters for new host options + maxconns is now maxguests<br /> Small change to renamed host output file, now has "guests" not "conns"<br /> List of Games : stays in memory until refreshed<br /> List of Games : shows track, e.g. BW-2R is Blackwood Rallycross reversed<br /> List of Games : Host improvement to reduce "no reply" results<br /> FIX : Simple car reflected mesh for left hand side drivers<br /> FIX : wheelspin smoke increased<br /> FIX : dedicated host crash when guests changed weather<br /> FIX : "vote" command line parameter + added "select" parameter<br /> == 0.2A == ''Mar 22, 2003''<br /> <br /> Improved tyre physics<br /> Car skin support<br /> Clutch and shifter support<br /> Skid pad<br /> Multiple hosts on one pc (specify port)<br /> More command line host options<br /> More...<br /> == 0.1W == ''Mar 4, 2003''<br /> <br /> FIX : Guest could not receive more than 32 games from master<br /> FIX : Crash when using settings with long names<br /> FIX : Warning if music file name is too long<br /> View Option : Multiplayer FPS improvement (no update distant cars)<br /> View Option : Multiplayer car draw distance<br /> Remote player lap times are now exact (all need new version)<br /> Lagged cars vanish instead of going off madly<br /> SHIFT + M : Mirror on / off<br /> Single player input update rate improved<br /> Mirror FOV fixed at 60 degrees<br /> == 0.1T == ''Feb 19, 2003''<br /> <br /> View Option : Mouse look support (alternative to view with steer)<br /> Minor sound improvement<br /> Minor keyboard steer improvement<br /> Avoid crash when remote player uses corrupted setup<br /> == 0.1Q == ''Feb 5, 2003''<br /> <br /> Can select primary or secondary master server<br /> Small fps improvements<br /> Smaller in-game text and map<br /> Misc Option : Drop shadows on text<br /> FIX : Mirror LOD bug<br /> FIX : Player leaving cancels system votes<br /> == 0.1P == ''Jan 30, 2003''<br /> <br /> Misc Option : Vertical Sync (good way to repair controller lag)<br /> FIX : Sound bug - caused small hangs each time a car got close<br /> FIX : Unnecessary access to all objects exery frame reduced FPS<br /> == 0.1N == ''Dec 13, 2002''<br /> <br /> Allow up to 32x replay speedup if possible (shift-F3/F4)<br /> Misc Option : Analogue controller smoothing<br /> Misc Option : Screen clear type / simple sky<br /> FIX : MPR Replay time limit<br /> FIX : MPR Replay wrong player leaving<br /> FIX : GST Replay FPS limitation<br /> FIX : On screen lap time often out by 0.01s<br /> == 0.1M == ''Nov 29, 2002''<br /> <br /> Fix for multiplayer start line bug<br /> Host auto-kicks player with start line bug<br /> No reset car unless stopped<br /> Stop repeated in-game votes<br /> Replay analyser files improved<br /> Start / finish point changed - affects split time readings<br /> Making connections, removed call to gethostbyaddr<br /> Controls Option : Keyboard steer (L + R holds position)<br /> Controls Option : Throttle and brake rate (for button/key)<br /> View Option : display wheels in centre view on/off<br /> View Option : turn view with steer (excludes axis look)<br /> FIX : Gain points from replay<br /> FIX : Welcome screen bug after running dedicated host<br /> FIX : Crash running nogfx host from fresh install<br /> FIX : Entering name of tune on channels screen<br /> == 0.1L == ''Nov 18, 2002''<br /> <br /> VR support - 3 axis look<br /> Calibration - Set centre button for input axes (C)<br /> Replay saving not autosave by default<br /> FIX : Long ogg filename crash (current limit 23)<br /> ESC - skip intro (in addition to SPACE)<br /> ESC - menu for GST replays<br /> - Test drive car option<br /> - Replay analyser output file (more info below)<br /> Misc Option : Turn off in-game frame rate limitation<br /> == 0.1K == ''Nov 14, 2002''<br /> <br /> FIX : Ghost connection remaining on host<br /> FIX : Multiplayer replay - "a player is connecting"<br /> FIX : Bug on game list screen<br /> FIX : Crash when creating invisible host<br /> FIX : Filenames containing "."<br /> FIX : Long replay filenames<br /> FIX : More than 16 games "no info" appearing in list<br /> View Options : FPS display off/left/right<br /> Graphics Option : Trees in mirror<br /> Misc Option : Maximum value for "Max frame rate" raised to 125 fps<br /> Misc Option : Adjustable sound lag<br /> SHIFT + W : Reinitialise sound<br /> SHIFT + C : Reinitialise controllers and force feedback<br /> Race positions list now showing much more of the time<br /> Vote option (no/yes) added to command line options<br /> Player names added to "hoststat.txt" status file<br /> == 0.1J == ''Nov 9, 2002''<br /> <br /> Drive after replay bug fixed<br /> Gearshift indicator fixed on XR GT and XR GT Turbo<br /> Command line startup options and non-directx host<br /> Gamelist shows X for new version or V voting enabled<br /> Send Setup button in list of connections (N)<br /> Some multiplayer joining and timing bugs fixed<br /> Out of bounds wheel / brake settings not allowed<br /> Host option : Vote kick/ban<br /> Misc option : AI drivers use player setup<br /> Multiplayer replay improved<br /> More setup slots in garage<br /> == 0.1H3 == ''Oct 28, 2002''<br /> <br /> HLVC displays [modified] if car in video does not match your own cars.<br /> == 0.1H2 == ''Oct 27, 2002''<br /> <br /> FIX : Long multiplayer replay send buffer overflow<br /> Misc Option : Connection Timeout<br /> SHIFT-F - turns off all screen info in game<br /> N key now 3 states (Off / Names + Connections / Names Only)<br /> == 0.1H == ''Oct ??, 2002''<br /> <br /> Multiplayer replays<br /> Longer length sound buffer<br /> Complete text message with F keys<br /> Misc Option : FPS limit (default 66 fps, max 100 fps)<br /> Misc Option : Minimum Sleep (alternative lag bug repair)<br /> Misc Option : Lag Bug Repair renamed to Screen Lock<br /> FIX : Crash when clicking on a host<br /> FIX : G3 hang / crash bugs<br /> FIX : Player list showing in pits<br /> FIX : Position of green text over cars<br /> FIX : Green start light OFF colour<br /> == 0.1G3 == ''Oct 19, 2002''<br /> <br /> Host List Stop - use threads on all connects - quick timeout<br /> Guests connecting, quick timeouts to unreachable players<br /> HLVC - bug fixed, uses current track rules + best legal display<br /> Custom Textures option in cfg.txt to fix distant texture colours<br /> == 0.1G2 == ''Oct 19, 2002''<br /> <br /> Extra check in a sound function avoiding system hangs<br /> == 0.1G == ''Oct 15, 2002''<br /> <br /> Out of sync videos bug fixed<br /> Red shift light replacing yellow arrows<br /> Message displayed when video runs out<br /> HLVC 2 wheels on grass now acceptable<br /> Graphics Option : screen width affects LOD<br /> View Option : Race position list on/off<br /> View Option : Message text size<br /> Graphics Option : Draw trees on/off<br /> == 0.1F2 == ''Oct. 14, 2002''<br /> <br /> 1) Improved handling of Z buffers<br /> <br /> 2) Option to disable Hardware Transform and Lighting<br /> - To use this option, first run the program and exit<br /> - Now the option has been added to the cfg.txt file<br /> - Open cfg.txt in a text editor<br /> - Edit the line "Disable HTL 0" and set it to 1<br /> - Save the cfg.txt file<br /> - Run the program again<br /> == 0.1F == ''Oct 11, 2002''<br /> <br /> POV Hat support (multiple controllers may need to reprogram buttons)<br /> Race position indicator<br /> N key displays race position list<br /> Host automatically reconnects to master server after disconnection<br /> SHIFT + F2 : Replay time slow down<br /> SHIFT + F3 : Replay time speed up<br /> Game Option : Single player hot lap validity check<br /> View Option : Draw driver / steering wheel<br /> View Option : Show checkpoint text / driver names<br /> View Option : Manual shift indicator (up / down)<br /> Host Option : Disconnect / Reconnect master server<br /> Audio Option : Skid volume boost<br /> Controls Option : Remove deadzones<br /> == 0.1E == ''Sep 15, 2002''<br /> <br /> Calibration system which can work in an unlocked or locked mode.<br /> == 0.1D == ''Sep 14, 2002''<br /> <br /> 1) Scrutineering is permanently on - this means that players with cars<br /> that have been modified can only link up with other players with the<br /> exact same modifications. The aim of this is to exclude cheating players<br /> while still allowing modified players to connect online. Forcing the<br /> cars to be equal is also essential for the multiplayer prediction.<br /> <br /> 2) More info on the List of Games screen - when you see a host that is<br /> version D, the letters F, R and T signify the host's allowed cars:<br /> F:XF GTI - R:XR GT - T:XR GT TURBO<br /> <br /> 3) Multiple controller support - multiple controllers are now supported.<br /> This is a completely new inputs and force feedback system and your<br /> input settings will have to be re-entered.<br /> == 0.1C == ''Sep 11, 2002''<br /> <br /> Scrutineering added for hosts<br /> == 0.1B == ''Sep 6, 2002''<br /> <br /> Added reversed track configurations<br /> Lots of other bugfixes<br /> == 0.04Q == ''Aug 31, 2002''<br /> <br /> ???<br /> == 0.04k == ''Aug 18, 2002''<br /> <br /> First official Live for Speed DEMO test version. <!-- 他言語へのリンク --> [[en:Version History (complete)]] b30eac9a83beb0bf95b68a6d38d5adde67405bac 略語集 0 1541 2324 2017-03-17T17:15:15Z Skylinekakkoii 57 英和訳 wikitext text/x-wiki Live for Speedで使われている略語の訳語リストです。 == # == '''4WD''' - 4輪駆動<br /> == A == '''AA''' - アンチエイリアス<br /> '''ABS''' - アンチロックブレーキシステム<br /> '''ADM''' - 管理者<br /> '''AI''' - 人工知能<br /> '''AF''' - 異方性フィルタリング<br /> '''AG''' - オートマチックギア(トランスミッション)<br /> '''ARB''' - アンチロールバー(スタビライザー)<br /> '''AS''' - [[サーキット:Aston|Aston]] (サーキット)<br /> '''AU''' - [[サーキット:Autocross|Autocross]] (サーキット)<br /> '''AWD''' - 全輪駆動<br /> == B == '''BC''' - ボタンクラッチ<br /> '''BF1''' - [[車:シングルシーター#BMW Sauber_F1_(Formula One)|BMW Sauber F1.06]] (車)<br /> '''BH''' - ブレーキヘルプ<br /> '''BL''' - [[サーキット:Blackwood|Blackwood]] (サーキット)<br /> == C == '''CMD''' - コマンド<br /> '''CMX''' - カーメッシュエクスポート(CMX Viewerも同様)<br /> '''CONN''' - 接続数<br /> '''CPW''' - チートプロテクション警告<br /> '''CRU''' - クルーズ (逆走が許可されている) (ホストのリスト)<br /> '''CT''' - クラッチ温度<br /> == D == '''DDS''' - ダイレクトドローサーフェイス<br /> '''DEDI''' - Dedicatedな [[Host チュートリアル#Dedicated_Or_.22Full_Client.22_Servers.3F|LFS サーバー]] (グラフィック表示なし)<br /> '''DF''' - ダウンフォース<br /> '''DFGT''' - Logicool Driving Force GT (ステアリングコントローラ)<br /> '''DIFF''' - ディファレンシャルギア<br /> '''DS''' - 距離<br /> == E == '''EXEC''' - 実行する<br /> '''ENG''' - エンジン<br /> == F == '''FAQ''' - よく聞かれる質問<br /> '''FBM''' - [[車:シングルシーター#Formula_BMW|Formula BMW FB02]] (車)<br /> '''FCV''' - 強制コクピットビュー<br /> '''FE''' - [[サーキット:Fern Bay|Fern Bay]] (サーキット)<br /> '''FF''' - フォースフィードバック、フロントエンジンフロントドライブ<br /> '''FFB''' - フォースフィードバック<br /> '''FO8''' - [[車:シングルシーター#Formula_V8|Formula V8]] (車)<br /> '''FOX''' - [[車:シングルシーター#Formula_XR|Formula XR]] (車)<br /> '''FOV''' - 視野角<br /> '''FPS''' - フレーム毎秒<br /> '''FR''' - フロントエンジンリアドライブ<br /> '''FWD''' - 前輪駆動<br /> '''FXO''' - [[車:TBOクラス#FXO_Turbo|FXO Turbo]] (車)<br /> '''FXR''' - [[車:RWD_GTRクラス#FXO_GTR|FXO GTR]] (車)<br /> '''FZ5''' - [[車:LRFクラス#FZ50|FZ50]] (車)<br /> '''FZR''' - [[車:RWD_GTRクラス#FZ50_GTR|FZ50 GTR]] (車)<br /> == G == '''GTR''' - グランツーリスモレーシングカー (車のクラス - [[車:FWD_GTRクラス#FXO_GTR|FXR]], [[車:RWD_GTRクラス#FZ50_GTR|FZR]], [[車:RWD_GTRクラス#XR_GTR|XRR]])<br /> == H == '''HEL''' - ヘルメット<br /> '''HL''' - ホットラップ<br /> '''HLVC''' - ホットラップ有効性チェック(システム)<br /> '''HP''' - 馬力<br /> == I == '''IP''' - インターネットプロトコル<br /> == J == '''JOOS''' - 同期されていない参加 (MODなどを使用した際に表示されることがあります)<br /> == K == '''Kn''' - キーボード (ヘルプなし)<br /> '''Ks''' - キーボード (安定化されている)<br /> '''KY''' - [[サーキット:Kyoto Ring|Kyoto Ring]] (サーキット)<br /> == L == '''LED''' - 発光ダイオード<br /> '''LMB''' - 左マウスボタン<br /> '''LFS''' - Live for Speed<br /> '''LFSW''' - [http://www.lfsworld.net LFS World]<br /> '''LSD''' - リミットスリップデフ<br /> '''LOD''' - ディテールレベル<br /> '''LRF''' - '''L'''X6-'''R'''aceAbout-'''F'''Z50 (車のクラス - [[車:LRFクラス#FZ50|FZ5]], [[車:LRFクラス#LX6|LX6]], [[車:LRFクラス#RaceAbout|RAC]])<br /> '''LWR''' - ロアアーム (サスペンション)<br /> '''LX4''' - [[車:クラスなし#LX4|LX4]] (車)<br /> '''LX6''' - [[車:LRFクラス#LX6|LX6]] (車)<br /> '''LYT''' - レイアウト<br /> == M == '''M''' - マウス<br /> '''MHR''' - メインホットラップランク - 18個の組み合わせがLFSWorldのオフラインホットラップで選ばれています<br /> '''MID''' - レース中の参加の許可 (ホストのリスト)<br /> '''MPR''' - マルチプレイのリプレイ<br /> '''MR''' - ミッドシップエンジンリアドライブ<br /> '''MRT''' - [[車:シングルシーター#MRT5|MRT5]] (McGill Racing Team) (車)<br /> '''MSG''' - メッセージ<br /> == N == == O == '''OOS''' - 同期されていない<br /> == P == '''PASS''' - パスワード<br /> '''PB''' - パーソナルベスト<br /> '''PIT''' - ピットストップ、ピットストップ義務 (ホストのリスト)<br /> '''PTS''' - ポイント<br /> '''PTH''' - パス<br /> == Q == '''QLY''' - 予選の許可 (ホストのリスト)<br /> == R == '''RAC''' - [[車:LRFクラス#RaceAbout|RaceAbout]] (車)<br /> '''RAF''' - リプレイ分析ファイル ([[テレメトリー]])<br /> '''RB4''' - [[車:TBOクラス#RB4_GT|RB4 GT]] (車)<br /> '''RCM''' - レースコントロールメッセージ<br /> '''REV''' - 逆走<br /> '''RMB''' - 右マウスボタン<br /> '''RO''' - [[サーキット:Rockingham|Rockingham]] (サーキット)<br /> '''ROK''' - [[サーキット:Rockingham|Rockingham]] (サーキット)<br /> '''RR''' - リアエンジンリアドライブ<br /> '''RST''' - 車のリセットの許可 (ホストのリスト)<br /> '''RWD''' - 後輪駆動<br /> == S == '''S1''' - ステージ 1 (demoバージョンの 車 & サーキット + さらなる 6台の車 と 3つのサーキット によって構成されるLFSライセンス)<br /> '''S2''' - ステージ 2 (demoバージョンの 車 & サーキット + S1の 車 & サーキット + さらなる 11台の車 と 3つのサーキット によって構成されるLFSライセンス)<br /> '''S3''' - ステージ 3 (全てのコンテンツを含んだLFSライセンス)<br /> '''S/F''' - スタート/フィニッシュ (ライン)<br /> '''SC''' - セクター、セーフティカー<br /> '''SEL''' - ゲストによるコース選択の許可 (ホストのリスト)<br /> '''SET''' - セットアップ<br /> '''SO''' - [[サーキット:South City|South City]] (サーキット)<br /> '''SPEC''' - 観戦<br /> '''SPR''' - シングルプレイのリプレイ<br /> '''SS''' - セットアップの送信<br /> '''S-S''' - シングルシーター (車のクラス - [[車:シングルシーター#BMW Sauber_F1_(Formula One)|BF1]], [[車:シングルシーター#Formula_BMW|FBM]], [[車:シングルシーター#Formula_V8|FO8]], [[車:シングルシーター#Formula_XR|FOX]], [[車:シングルシーター#MRT5|MRT]])<br /> '''STD''' - スタンダード (車のクラス - [[車:FRクラス#XFG|XFG]], [[車:クラスなし#UF_1000|UF1]], [[車クラス:FR#XR_GT|XRG]])<br /> == T == '''TBO''' - ターボ (車のクラス - [[車:TBOクラス#FXO_Turbo|FXO]], [[車:TBOクラス#RB4_GT|RB4]], [[車:TBOクラス#XR_GT_Turbo|XRT]])<br /> '''TC''' - トラクションコントロール<br /> '''TCP''' - 伝送制御プロトコル<br /> '''TB''' - 理論ベスト<br /> '''TM''' - タイム<br /> == U == '''UDP''' - ユーザーデータグラムプロトコル<br /> '''UF1''' - [[車:クラスなし#UF_1000|UF 1000]] (車)<br /> '''UFR''' - [[車:FWD_GTRクラス#UF_GTR|UF GTR]] (車)<br /> '''UPR''' - アッパーアーム (サスペンション)<br /> '''UTC''' - 協定世界時<br /> == V == '''VER''' - バージョン<br /> '''VOB''' - 車両オブジェクト<br /> '''VOT''' - KICK / BAN の許可 (ホストのリスト)<br /> '''VR''' - バーチャルリアリティー<br /> '''VSYNC''' - 垂直同期<br /> '''VWS''' - [[車:クラスなし#Volkswagen_Scirocco|Volkswagen Scirocco]] (車)<br /> == W == '''W''' - ホイール<br /> '''WE''' - [[サーキット:Westhill|Westhill]] (サーキット)<br /> '''WR''' - ワールドレコード、世界記録<br /> == X == '''XFG''' - [[車:FRクラス#XF_GTI|XF GTI]] (車)<br /> '''XFR''' - [[車:FWD_GTRクラス#XF_GTR|XF GTR]] (車)<br /> '''XRG''' - [[車:FRクラス#XR_GT|XR GT]] (車)<br /> '''XRR''' - [[車:RWD_GTRクラス#XR_GTR|XR GTR]] (車)<br /> '''XRT''' - [[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] (車)<br /> == Y == == Z == <!-- 他言語へのリンク --> [[en:Abbreviation]] [[hu:Rövidítések]] 64c44c9d2206a8abfcdc12484c4963cfd458d766 2325 2324 2017-03-17T17:15:45Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki Live for Speedで使われている略語の訳語リストです。 == # == '''4WD''' - 4輪駆動<br /> == A == '''AA''' - アンチエイリアス<br /> '''ABS''' - アンチロックブレーキシステム<br /> '''ADM''' - 管理者<br /> '''AI''' - 人工知能<br /> '''AF''' - 異方性フィルタリング<br /> '''AG''' - オートマチックギア(トランスミッション)<br /> '''ARB''' - アンチロールバー(スタビライザー)<br /> '''AS''' - [[サーキット:Aston|Aston]] (サーキット)<br /> '''AU''' - [[サーキット:Autocross|Autocross]] (サーキット)<br /> '''AWD''' - 全輪駆動<br /> == B == '''BC''' - ボタンクラッチ<br /> '''BF1''' - [[車:シングルシーター#BMW Sauber_F1_(Formula One)|BMW Sauber F1.06]] (車)<br /> '''BH''' - ブレーキヘルプ<br /> '''BL''' - [[サーキット:Blackwood|Blackwood]] (サーキット)<br /> == C == '''CMD''' - コマンド<br /> '''CMX''' - カーメッシュエクスポート(CMX Viewerも同様)<br /> '''CONN''' - 接続数<br /> '''CPW''' - チートプロテクション警告<br /> '''CRU''' - クルーズ (逆走が許可されている) (ホストのリスト)<br /> '''CT''' - クラッチ温度<br /> == D == '''DDS''' - ダイレクトドローサーフェイス<br /> '''DEDI''' - Dedicatedな [[Host チュートリアル#Dedicated_Or_.22Full_Client.22_Servers.3F|LFS サーバー]] (グラフィック表示なし)<br /> '''DF''' - ダウンフォース<br /> '''DFGT''' - Logicool Driving Force GT (ステアリングコントローラ)<br /> '''DIFF''' - ディファレンシャルギア<br /> '''DS''' - 距離<br /> == E == '''EXEC''' - 実行する<br /> '''ENG''' - エンジン<br /> == F == '''FAQ''' - よく聞かれる質問<br /> '''FBM''' - [[車:シングルシーター#Formula_BMW|Formula BMW FB02]] (車)<br /> '''FCV''' - 強制コクピットビュー<br /> '''FE''' - [[サーキット:Fern Bay|Fern Bay]] (サーキット)<br /> '''FF''' - フォースフィードバック、フロントエンジンフロントドライブ<br /> '''FFB''' - フォースフィードバック<br /> '''FO8''' - [[車:シングルシーター#Formula_V8|Formula V8]] (車)<br /> '''FOX''' - [[車:シングルシーター#Formula_XR|Formula XR]] (車)<br /> '''FOV''' - 視野角<br /> '''FPS''' - フレーム毎秒<br /> '''FR''' - フロントエンジンリアドライブ<br /> '''FWD''' - 前輪駆動<br /> '''FXO''' - [[車:TBOクラス#FXO_Turbo|FXO Turbo]] (車)<br /> '''FXR''' - [[車:RWD_GTRクラス#FXO_GTR|FXO GTR]] (車)<br /> '''FZ5''' - [[車:LRFクラス#FZ50|FZ50]] (車)<br /> '''FZR''' - [[車:RWD_GTRクラス#FZ50_GTR|FZ50 GTR]] (車)<br /> == G == '''GTR''' - グランツーリスモレーシングカー (車のクラス - [[車:FWD_GTRクラス#FXO_GTR|FXR]], [[車:RWD_GTRクラス#FZ50_GTR|FZR]], [[車:RWD_GTRクラス#XR_GTR|XRR]])<br /> == H == '''HEL''' - ヘルメット<br /> '''HL''' - ホットラップ<br /> '''HLVC''' - ホットラップ有効性チェック(システム)<br /> '''HP''' - 馬力<br /> == I == '''IP''' - インターネットプロトコル<br /> == J == '''JOOS''' - 同期されていない参加 (MODなどを使用した際に表示されることがあります)<br /> == K == '''Kn''' - キーボード (ヘルプなし)<br /> '''Ks''' - キーボード (安定化されている)<br /> '''KY''' - [[サーキット:Kyoto Ring|Kyoto Ring]] (サーキット)<br /> == L == '''LED''' - 発光ダイオード<br /> '''LMB''' - 左マウスボタン<br /> '''LFS''' - Live for Speed<br /> '''LFSW''' - [http://www.lfsworld.net LFS World]<br /> '''LSD''' - リミットスリップデフ<br /> '''LOD''' - ディテールレベル<br /> '''LRF''' - '''L'''X6-'''R'''aceAbout-'''F'''Z50 (車のクラス - [[車:LRFクラス#FZ50|FZ5]], [[車:LRFクラス#LX6|LX6]], [[車:LRFクラス#RaceAbout|RAC]])<br /> '''LWR''' - ロアアーム (サスペンション)<br /> '''LX4''' - [[車:クラスなし#LX4|LX4]] (車)<br /> '''LX6''' - [[車:LRFクラス#LX6|LX6]] (車)<br /> '''LYT''' - レイアウト<br /> == M == '''M''' - マウス<br /> '''MHR''' - メインホットラップランク - 18個の組み合わせがLFSWorldのオフラインホットラップで選ばれています<br /> '''MID''' - レース中の参加の許可 (ホストのリスト)<br /> '''MPR''' - マルチプレイのリプレイ<br /> '''MR''' - ミッドシップエンジンリアドライブ<br /> '''MRT''' - [[車:シングルシーター#MRT5|MRT5]] (McGill Racing Team) (車)<br /> '''MSG''' - メッセージ<br /> == N == == O == '''OOS''' - 同期されていない<br /> == P == '''PASS''' - パスワード<br /> '''PB''' - パーソナルベスト<br /> '''PIT''' - ピットストップ、ピットストップ義務 (ホストのリスト)<br /> '''PTS''' - ポイント<br /> '''PTH''' - パス<br /> == Q == '''QLY''' - 予選の許可 (ホストのリスト)<br /> == R == '''RAC''' - [[車:LRFクラス#RaceAbout|RaceAbout]] (車)<br /> '''RAF''' - リプレイ分析ファイル ([[テレメトリー]])<br /> '''RB4''' - [[車:TBOクラス#RB4_GT|RB4 GT]] (車)<br /> '''RCM''' - レースコントロールメッセージ<br /> '''REV''' - 逆走<br /> '''RMB''' - 右マウスボタン<br /> '''RO''' - [[サーキット:Rockingham|Rockingham]] (サーキット)<br /> '''ROK''' - [[サーキット:Rockingham|Rockingham]] (サーキット)<br /> '''RR''' - リアエンジンリアドライブ<br /> '''RST''' - 車のリセットの許可 (ホストのリスト)<br /> '''RWD''' - 後輪駆動<br /> == S == '''S1''' - ステージ 1 (demoバージョンの 車 & サーキット + さらなる 6台の車 と 3つのサーキット によって構成されるLFSライセンス)<br /> '''S2''' - ステージ 2 (demoバージョンの 車 & サーキット + S1の 車 & サーキット + さらなる 11台の車 と 3つのサーキット によって構成されるLFSライセンス)<br /> '''S3''' - ステージ 3 (全てのコンテンツを含んだLFSライセンス)<br /> '''S/F''' - スタート/フィニッシュ (ライン)<br /> '''SC''' - セクター、セーフティカー<br /> '''SEL''' - ゲストによるコース選択の許可 (ホストのリスト)<br /> '''SET''' - セットアップ<br /> '''SO''' - [[サーキット:South City|South City]] (サーキット)<br /> '''SPEC''' - 観戦<br /> '''SPR''' - シングルプレイのリプレイ<br /> '''SS''' - セットアップの送信<br /> '''S-S''' - シングルシーター (車のクラス - [[車:シングルシーター#BMW Sauber_F1_(Formula One)|BF1]], [[車:シングルシーター#Formula_BMW|FBM]], [[車:シングルシーター#Formula_V8|FO8]], [[車:シングルシーター#Formula_XR|FOX]], [[車:シングルシーター#MRT5|MRT]])<br /> '''STD''' - スタンダード (車のクラス - [[車:FRクラス#XFG|XFG]], [[車:クラスなし#UF_1000|UF1]], [[車クラス:FR#XR_GT|XRG]])<br /> == T == '''TBO''' - ターボ (車のクラス - [[車:TBOクラス#FXO_Turbo|FXO]], [[車:TBOクラス#RB4_GT|RB4]], [[車:TBOクラス#XR_GT_Turbo|XRT]])<br /> '''TC''' - トラクションコントロール<br /> '''TCP''' - 伝送制御プロトコル<br /> '''TB''' - 理論ベスト<br /> '''TM''' - タイム<br /> == U == '''UDP''' - ユーザーデータグラムプロトコル<br /> '''UF1''' - [[車:クラスなし#UF_1000|UF 1000]] (車)<br /> '''UFR''' - [[車:FWD_GTRクラス#UF_GTR|UF GTR]] (車)<br /> '''UPR''' - アッパーアーム (サスペンション)<br /> '''UTC''' - 協定世界時<br /> == V == '''VER''' - バージョン<br /> '''VOB''' - 車両オブジェクト<br /> '''VOT''' - KICK / BAN の許可 (ホストのリスト)<br /> '''VR''' - バーチャルリアリティー<br /> '''VSYNC''' - 垂直同期<br /> '''VWS''' - [[車:クラスなし#Volkswagen_Scirocco|Volkswagen Scirocco]] (車)<br /> == W == '''W''' - ホイール<br /> '''WE''' - [[サーキット:Westhill|Westhill]] (サーキット)<br /> '''WR''' - ワールドレコード、世界記録<br /> == X == '''XFG''' - [[車:FRクラス#XF_GTI|XF GTI]] (車)<br /> '''XFR''' - [[車:FWD_GTRクラス#XF_GTR|XF GTR]] (車)<br /> '''XRG''' - [[車:FRクラス#XR_GT|XR GT]] (車)<br /> '''XRR''' - [[車:RWD_GTRクラス#XR_GTR|XR GTR]] (車)<br /> '''XRT''' - [[車:TBOクラス#XR_GT_Turbo|XR GT Turbo]] (車)<br /> == Y == == Z == <!-- 他言語へのリンク --> [[en:Abbreviations]] [[hu:Rövidítések]] 7adabd8837b7a11e8de33e4426bbfbd9de249f55 用語集 0 1426 2326 1669 2017-03-17T17:18:10Z Skylinekakkoii 57 英版コピー wikitext text/x-wiki © [http://sponsoring.allianz.com/en/formula1/index.html Allianz Media Center] == A == '''ABS (Anti-Lock Braking System)''' This electronic system prevents the wheels from locking when the brakes are applied forcefully. Using sensors, a control unit determines if the wheels are starting to lock and brake pressure is then reduced. '''Aerodynamics''' The study of the interaction of air with solid bodies moving through it. The basic rule when designing racing cars is simply to create as much downforce and as little air resistance as possible. '''Angle of attack''' Determines the angle at which a racing car’s wings are fixed during set-up – the larger the angle the greater the downforce. '''Apex''' The point at which the ideal racing line touches the inner radius of a corner. '''Aquaplaning''' Aquaplaning is what happens when there is more water between the tyres and the road than can be displaced by the tyre tread. The car ‘floats’ and consequently cannot be controlled by the driver. '''Autoclave''' A pressure vessel in which vacuum-packed composite components are cured at a precise temperature and pressure. This procedure lends the composite components their high strength while maintaining low weight. '''Auxiliary driving features''' Traction control, automatic transmission or launch control are examples of auxiliary driving features. == B == '''Balaclava''' Fireproof face mask made of Nomex, a flameretardant synthetic fibre. It is worn under the helmet. '''Black box''' Module for vehicle control that controls and records all electronic processes in Grand Prix cars. After an accident, the black box is used to identify the possible causes and thus contribute to ongoing improvements in safety. The box is installed in such a way that it is always readily accessible without the necessity to remove other components of the car. '''Blistering''' Formation of blisters on the tyres, caused by excessive use. The negative consequence is reduction in grip. '''Brake balance''' To gain a better balance when braking, the driver can adjust the brake-force distribution between the front and the rear axle even during the race. '''Brake discs''' When braking, the discs of a Grand Prix carheat up to as much as 600 degrees Celsius within a single second. '''Brakes''' Cooling fluids, ABS and power-assisted braking are not allowed in most racing classes. Full braking will bring a Grand Prix car from 200 to 0 km/h within 55 metres, all within 1.9 seconds. Deceleration forces achieve up to 5 G – the driver has to endure five times his own weight. '''Briefing''' At the meeting with the drivers and representatives from their teams convened by the race director before every grand prix, the discussions focus on current issues such as special features of the respective track or changes to the rules or weekend format. At the team briefings, the team managers, engineers and drivers set out the strategies for each day of the grand prix weekend. The subsequent review of the race day by this group, which forms the basis for future strategies and technical enhancements, is called the debriefing. == C == '''CAD''' Abbreviation for Computer Aided Design. This involves intelligent computer programmes which provide efficiency and speed and make the designers’ work much easier. Drawing boards have long been a thing of the past in modern racing factories. '''Carbon fibres''' A construction material for racing cars. The monocoque, for example, is made of epoxy resin reinforced with carbon fibre. These materials, when laminated together, give great rigidity and strength, but are very lightweight. '''Centrifugal force''' Also known as G-force. Describes the acceleration of gravity and, in racing terminology, the force that presses a car outwards in a corner. The unit of measurement is the G (1 G being the equivalent of 9.81 metres per second squared). As per definition, centrifugal force only affects driver and vehicle in corners, but similar strains occur during acceleration and braking. '''CFD''' Stands for Computational Fluid Dynamics. CFD makes the airflows surrounding the vehicle visible on the computer, and at the same time shows the effects of individual vehicle parts on each other and on the aerodynamics. So the engineers can simulate these effects without even having to build the parts first. That saves time and money. '''CFRP''' This generic term (carbon-fibre reinforced plastic) covers composite materials such as carbon and Kevlar which, when combined with epoxy resins, provide high rigidity and strength and an extremely low weight. Many parts are produced from these materials, e.g. the monocoque. '''Chassis''' The central part of a formula car, with the main component being the monocoque. All the other components are connected to the strong, lightweight monocoque. It is made from carbon fibre and epoxy polymer forming a composite material. These are bonded to aluminium and Nomex honeycombs to form a sandwich panel shell structure. The moulding and binding process takes place within an autoclave at high levels of pressure and heat. '''Chicanes''' Tight corners that race organisers use to break up long, straight stretches of a circuit for safety reasons. Chicanes force drivers to reduce their speed. '''Cockpit''' This is the driver’s workplace. For safety reasons, no fuel, oil or water lines may pass through the cockpit. '''Contact pressure''' Describes the force with which the car is pressed on to the track by its aerodynamic parts, such as the front and rear wings. The contact pressure has a considerable effect on the top and cornering speeds. '''Crash barrier''' Safety measure at track locations where there is no space for run-off zones. '''Cylinder''' Component in the engine where the power is generated. The upward and downward movement of the piston and the combustion of the fuel-air mixture takes place in the cylinder. == D == '''Differential''' A differential that is connected between the drive wheels to compensate the speed differences between the outer and inner wheels when cornering. '''Diffuser''' Air outlet at the rear of the car’s underbody that has a strong influence on the aerodynamic properties. Rising to the rear, the tail ensures a controlled airstream on the underbody which generates low pressure under the car and supplies the downforce critical to fast cornering. '''Downforce''' Downforce is what presses racing cars down onto the ground. It is generated by low-pressure conditions under the body of the car as well as by the angle of attack of the front and rear wings, and enhances the grip. Especially on slower circuits, this effect permits higher cornering speeds. == E == '''ECU''' Abbreviation for Electronic Control Unit. The control unit that controls and records all the electronic processes in a racing car is located in the Black Box. '''Electric blanket''' The tyres require an operational temperature of around 100 degrees Celsius to achieve optimal effectiveness. To arrive at this temperature quickly, special blankets pre-heat the wheels to between 60 and 80 degrees Celsius. Cold tyres do not develop enough grip. If they are too hot, they wear out quickly. '''End-plate''' Vertical border area on the wing that helps to streamline a car’s aerodynamics. == F == '''Fading''' Technical term for the gradual loss of the brake effect after relatively long, heavy use. Occurs less with the modern carbon brakes than in conventional steel-disc brakes. '''Fire extinguisher''' Every racing car must have a fire extinguisher. It must be operable both by the driver and from outside the car. '''Four-wheel drive''' No more than two-wheel drive is permitted in formula racing. '''Free practice''' During these practice sessions before a race, the lap times are recorded, but they have no influence on the starting order or the result. The teams use them as an opportunity to set their cars up for the respective track and to choose the right tyres. The number of laps is unlimited. '''Front wing''' Creates downward pressure on the front area of the racing car and is thus an important part of the aerodynamics. The drivers make adjustments to the front wing during set-up, mainly modifying the angle of the surface or the breakaway line. '''Fuel''' Super unleaded fuel is used in most racing classes which conforms to the strictest EU exhaust standards. == G == '''Gear''' A gear is a transmission step with a certain speed or reduction ratio. Automatic or continuous transmissions are prohibited in most racing classes. A reverse gear is mandatory (except for Formula Student cars). The number of gears can vary from four to seven. '''Gloves''' Like the racing overalls, these are made of Nomex, a fire-resistant material. The closefitting gloves with suede leather palms provide the necessary sensitivity for steering. '''Graining''' Due to excessive use, tyres show signs of corrosion and the rubber compound begins to disintegrate. This is referred to as graining. The negative consequence: reduction in grip. '''Gravel trap''' Secure run-off zone at a racing circuit which quickly slows down cars that have gone off the track. '''Grip''' The magic word for racing drivers and engineers. It describes how well the car adheres to the ground and how this affects cornering speeds. High grip means high cornering speeds. Main factors of grip are the aerodynamics, the downforce created by the vehicle and the tyres’ properties. Without grip, a vehicle will begin to slide or skid. '''Ground clearance''' The distance between the underbody and the surface of the track. '''Ground effect''' The contact force generated by an aerodynamically shaped underbody. '''Gurney''' L-shaped counterflap on the trailing edge of a car’s wing. == H == '''Hairpin''' Narrow 180-degree bend. The most famous hairpin is the former Loews hairpin in Monaco, which is now known as the Grand Hotel hairpin. '''Head and Neck Support (HANS)''' The Head and Neck Support system consists of a carbon shoulder corset that is connected to the safety belts and the driver’s helmet. In case of an accident, HANS is intended to prevent a stretching of the vertebrae. Additionally, it prevents the driver’s head from hitting the steering wheel. '''Head support''' The removable padding on the inside of the cockpit. The cockpit is fitted with removable padding around the driver’s head, designed to absorb any potential impact. '''Helmet''' The helmet is made of carbon, polyethylene and Kevlar and weighs approximately 1,300 grams. Helmets are subjected to extreme deformation and fragmentation tests. == I == '''Intermediate''' A tyre with features somewhere between those of dry and wet-weather tyres. The intermediate has more tread than dry-weather and less tread than wet-weather models. It is used for mixed weather or light rain. == J == '''Jump start''' Also called a false start, committed by drivers whose cars start moving before all the lights on the starting grid have gone out. This is determined by sensors on the starting lines. == K == '''Kerbs''' Raised kerbstones lining corners or chicanes on racing tracks. The kerbs provide additional safety as the drivers must reduce their speed when driving over them. '''Kevlar''' Highly durable artificial fibre used in the covering of the headrest. Combined to form a composite with epoxy resin, it has high strength, but is very lightweight. == L == '''Launch control''' An electronic programme that performs a fully automated start, prohibited in most racing classes. '''Lollipop''' The signal pole with a sign saying ‘Go’ on one side and ‘Brake’ on the other. During a pit stop, a mechanic posted in front of the car uses the sign to show the driver when he should apply the brake and when he should shift gear and drive off. == M == '''Marshals''' Officials posted along the side of the track. They wave the flag signals and secure any possible accident sites; they also rescue any cars that have broken down. '''Monocoque''' The formula drivers’ life insurance. French for single shell. A safety cell made of carbon-fibre composite which forms a protective shell around the driver. It is surrounded by deformable structures which absorb energy in an accident. == N == '''NACA''' Slit-shaped air inlet on the surface of the body for better cooling. '''Nomex''' Artificial fibre which undergoes thermal testing in the laboratory. It is subjected to an open flame with a temperature of 300 to 400 degrees Celsius that acts on the material from a distance of three centimetres – only if it fails to ignite within 10 seconds can it be used for racing overalls. The drivers’ and pit crews’ underwear, hoods, socks and gloves are also made of Nomex. '''NOOB''' Slang for Newbie; Slang for new racer, driver or new to LFS - Derogatory insult. '''Nose''' Front part of a formula car, subjected to various crash tests for safety reasons. The nose also functions as a protruding crash structure protecting the monocoque. == O == '''On-board camera''' A mini TV camera on board the racing car. '''Overall''' Protective suit with elastic cuffs on wrists and ankles made of two to four layers of Nomex for drivers and pit crews. A completed multi-layered overall undergoes 15 washings as well as a further 15 dry-cleaning processes before it is finally tested. It is subjected to a temperature of 600 to 800 degrees Celsius. The critical level of 41 degrees Celsius may not be exceeded inside the overall for at least 11 seconds. '''Overbraking''' If a driver hits the brakes so hard that the wheels lock up, this is referred to as overbraking. Locked up front wheels make steering virtually impossible. Additionally, this greatly wears out the tyres. If this also creates an unbalance, it is referred to as a braking puncture. '''Oversteering''' When oversteering, a car’s tail end is pushed out of a corner via the rear wheels and the tail end is in danger of breaking away. In order to get through the corner, the driver must decrease his steering angle or, in the case of extreme oversteering, even steer in the opposite direction. == P == '''Petrol''' Only super unleaded petrol is used in most racing classes. It corresponds to a large extent to the 98-octane fuel available at the local petrol station. '''Pit lane''' The pit lane is located directly in front of the pits. This is where pit stops take place during the race. '''Pit stop/refuelling''' During a regular pit stop in a race, a team of mechanics replaces the tyres and/or refuels the car. For refuelling, the mechanics must wear helmets and flameresistant suits made of Nomex. Standardised tank connections and well-designed inlet valves are meant to prevent the release of flammable fuel vapours. '''Pole position''' First place in the starting order for the race, which is given to the fastest driver in qualifying. '''Pull-rod''' Part of the chassis: suspension assembly with tie bars. '''Push-rod''' Part of the chassis: suspension assembly with compression struts. == Q == '''Qualifying''' The starting order for the race is determined during qualifying. The driver with the fastest lap time qualifies for the best starting place: pole position. == R == '''Racing line''' Also known as the ideal line, the racing line is the imaginary line on which the circuit can be driven in the fastest possible time. Due to the rubber build-up, this is also usually where the grip is best. '''Rear light''' Decreases the risk of pile-ups. When using wet-weather tyres, the rear light must always be switched on. '''Rear wing''' Also known as rear wing assembly. Creates downward pressure mainly upon the rear axle. The rear wing is adapted to the conditions of the tracks (the steeper it is, the more downforce is created). The settings and angles of the surfaces can be additionally modified. These modifications are part of the set-up. '''Refilling''' Only fuel, nitrogen (for the tyres) and compressed air may be refilled during the race. '''Re-start''' The new start of a race. Happens a lot on public servers. '''Roll-out''' The first test drive of a new racing car, usually at a private test. '''Roll-over bar''' If a car rolls over in an accident, the rollover bar, a curved structure above the driver’s head made of metal or composite materials, is intended to provide the driver with better injury protection. '''Rubber build-up''' Due to the slow erosion of tyre surfaces. When tyres are driven on asphalt, the surface rubs off and leaves behind a layer of rubber on the road, which accumulates over the course of the racing weekend and progressively enhances grip. This erosion is influenced both by the vehicle set-up and the abrasive properties of the asphalt. '''Run-off zone''' Run-off zones are mainly created in fast corners. If a car goes off the circuit, it should slow down as quickly as possible without rolling over. This is the reason why the gravel traps have to be as wide as possible. Gravel reduces speed and thus reduces the force with which the car hits the tyre barriers. The alternative: asphalt run-off zones on which the driver retains more control over the car. == S == '''Safety belt''' The safety belt used in racing is also known as a six-point harness and can be opened with a single hand movement. '''Safety car''' The car that drives out in front of racing cars during the formation lap. '''Scallops''' Small fins that are attached to the car body to improve aerodynamics. '''Set-up''' General vehicle tuning for all the adjustable mechanical and aerodynamic parts (wheel suspension, wings, etc.). Specifically, the term describes the various possibilities for adapting a racing car to the conditions of a particular circuit. Included are, among other things, modification to the tyres, suspension, wings and engine and transmission settings. '''Shake-down''' The final test drive of a newly set-up car before the team departs to a grand prix. '''Skid block''' A plate made of plastic or wood fitted to the underbody of a racing car. It is intended to prevent a strong suction effect, limiting excessively high speeds, especially in the corners, for safety reasons. It also acts as protection for the underbody. '''Slicks''' These tyres have higher grip provided by a larger tyre surface area. '''Slipstream''' Low-pressure area behind a racing car created by air currents. Driving in the slipstream can provide a boost to a car’s speed, making it the ideal position for a pursuing vehicle to start an overtaking manoeuvre. '''Speed limiter''' The cruise control feature used in pit lanes. It is activated by pressing a button on the steering wheel. Speed is then reduced down to the limit for the pit lane. '''Stabilizers''' Rotary or torsion bars, which connect the right and left wheel suspensions elastically to each other. The so-called ‘roll bars’ help to reduce the rolling movement of the chassis along the longitudinal axis and so provide more precise handling during load shifts. '''Starting line-up''' Each row of the starting line-up has two race cars, one slightly in front, with a distance of eight metres to the next row. '''Starting number''' All cars taking part in leagues have to be fitted with the starting number of the respective driver. '''Steering wheel''' The control centre of the racing car. This is where all the important controls, signal lamps and displays are located. The appearance and the arrangement are adjusted to suit the individual driver. '''Suspension''' Several years ago, the wheel suspension was the Achilles’ heel of a racing car, but the use of composite materials has since made it extremely robust. == T == '''Tank''' The fuel tank is a fibre-reinforced hull that must yield flexibly when deformed. '''Telemetry''' A system allowing a large quantity of data, e.g. concerning chassis and engine, to be recorded in the car and transmitted to the pits. There, the data is analysed so as to determine any faults (a loss of brake fluid or a slow puncture, for example) at an early stage and to be able to improve the car’s set-up. '''Time penalty''' This is a penalty during the race for drivers who have violated regulations. Entering and leaving the pit lane cost the penalised driver valuable time. '''Torque''' Generated in the engine by the combustion pressure acting on the crankshaft via the pistons and the connecting rods. The maximum torque is a benchmark for the power and useability of the engine and the acceleration capacity of a racing car. '''Traction''' This term describes the ability of a race car to apply its engine’s power to the track. '''Traction control''' An electronic system, also called anti-slip control. It uses sensors to detect whether the wheels are spinning and then automatically reduces the engine power. This guarantees ideal acceleration, especially at the start, when leaving a corner and on wet tracks. This is featured only on FZ50 and BMW Sauber F1.06 '''Tyre stack''' Part of a racetrack’s mandatory equipment. The tyre barriers consist of two to six rows of conventional car tyres bolted together and wrapped with rubber belting. This provides the best absorption of impact energy. == U == '''Underbody''' The aerodynamically shaped lower surface of a racing car creates an airflow, which in turn generates a vacuum under the car which provides better grip. '''Understeering''' When understeering, a car is pushed out of a corner via the front wheels. To get through the corner, the driver must increase his steering angle. '''Underwear''' Under the racing overall, drivers wear a Tshirt, boxers, socks and a balaclava. All the underwear is made of fire-resistant Nomex material. == V == '''Valves''' The task of the engine-controlled valves is to open or close the inlet and outlet ducts at the right moment and so to allow the gases into or out of the combustion chamber. Each valve consists of a stem and a disc. == W == '''Warm-up''' Practice and system testing on the morning of race day. '''Wet-weather tyres''' In wet weather, cars use special tyres that are better able to displace water from the track and optimise grip. '''Wind tunnel''' Aerodynamic studies are carried out in the wind tunnel. Using various flow speeds, the engineers can simulate various car speeds and can test the effects of new vehicle parts or the aerodynamic behaviour of the entire car in various racing situations. '''Winglet''' Additional wing located on the car body just in front of the rear wheel. '''Wings''' Rigid and movable surfaces on the racing car intended to increase downforce. The wings serve to press the car downwards more firmly. The secret of wing adjustment lies in finding the best compromise between high speed on straights (low downforce) and optimal performance in corners (high downforce). '''Wishbones''' The components connecting the wheel suspension and the chassis. Wishbones are mounted at right angles to the vehicle’s longitudinal axis. These pivoting rods must be made of extremely strong materials. '''World champion''' In championships, the points won in all the races are added up. If several drivers have the same points total, the title is determined by the final positions they achieved: the number of first places, followed by the number of second places, etc. In the manufacturers’ division, the points that both of the team’s drivers earn each race are added up. == Y == '''Yellow''' Short for yellow flag, the flag used by the marshals to signify hazardous situations to the drivers. <!-- 他言語へのリンク --> [[de:Glossar]] [[en:Glossary]] 7d3cd48c7eece8be5c9aea8adbaf25d06cf5a0dc 応用ドライビングガイド 0 1473 2327 2292 2017-03-17T17:25:32Z Skylinekakkoii 57 /* できるだけ早い段階で加速する */ 翻訳 wikitext text/x-wiki == ドライビングのコツ == ''by Gentlefoot'' === 一貫性を持つことがスピードを上げる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. 一貫性はセットアップを調整する際に絶対に必要な事項です。When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[テレメトリー#Analyze_for_Speed|AnalyzeForSpeed]] === これは素晴らしいツールです。ワールドレコードを見ても、彼らがどのような速度でコーナーを抜けているのかなどが分からないときに、このツールが役に立ちます。 You can see at any moment in a lap speed, throttle/brake position, steering angle and track position. It may look at first glance as though you are doing the same thing but use AnalyzeForSpeed and you will see how completely different WR holders drive to you. [http://www.ctd-racing.com/AFS/ Analyse for Speed Webサイト]<br /> [https://www.lfs.net/replay-analysers LFSのリプレイアナライザーのページ] === コーナー進入 === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. '''注意!''' 早すぎるシフトダウンをフロントドライブの車で行うと、エンジンにダメージを与える可能性があります。ダメージが蓄積されていくと、エンジンの出力に影響を与えていきます。エンジンダメージはピットストップを行うことで修理することができます。これは現在0秒で修理できるようになっていますが、エンジンダメージが主な理由としてピットストップをする必要がある場合はその時間が無駄になります。出来る限りエンジンダメージを与えないドライブを心掛けましょう。 === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === どんなサーキットでも、長いストレートの前のコーナーは最も重要なコーナーとなります。This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === できるだけ早い段階で加速する === 同じ車を使用しているのに、あなたより他の誰かがストレートで速いと思ったことはありませんか?それは恐らく、彼らがわずかにあなたより早くアクセルを踏んでいたからです。 コーナーのできるだけ早い場所 (可能であればエイペックスの前、どんなに遅くてもエイペックスの直後) でフルパワーを出せるように集中しましょう。走行中にこれを意識すれば、ラップタイムを縮めることができるでしょう。パワーの少ないいくつかの車は、コーナーのほとんどでスロットルを入れることができます。 AnalyzeForSpeedを使用すると、WRホルダーがどのタイミングで加速し始めているのかを見たり、自分のベストラップと比較することができます。速いドライバー達は、フルスロットルへと戻るタイミングがとても早いです。 === スプリットタイム === スプリットタイムを覚えておくと、そのセクションで特定のラインを使って通過した際に、遅いか速いかを比較することができます。 ワールドレコードのスプリットタイムを覚えておけば、どのセクションでより速く走ればいいのかが分かります。 === 速いプレイヤーを追いかける === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードをエミュレートする === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. <!-- 他言語へのリンク --> [[en:Advanced driving guide]] 99fac3a9c760278383bff719c512c9b83423f3f1 テクニカルリファレンス 0 1454 2328 2178 2017-03-17T23:05:58Z Skylinekakkoii 57 一部翻訳 wikitext text/x-wiki == ステアリングとサスペンションのメカニズム == === ステアリングジオメトリ === "フロントアライメント"とは、車輪とサスペンションとステアリングの関係のことを指します。これらの関係ステアリングジオメトリと呼ばれる角度を使って計算されます。この角度には、キャンバー角、キャスター角、キングピン傾斜角があります。このページでは、これらの角度の定義とその働きをカバーします。 === キャンバー角 === [[image:Camber.gif|thumb|キャンバー角]] 車両を前から見たときに、タイヤが傾いている角度のことをキャンバー角といいます。この角度は車両に積んだ荷物などの重さや、サスペンションの動きによって変化します。前から見たときに、タイヤの上部が外側に傾くようなキャンバー角のことをポジティブキャンバーといいます。反対に、内側に傾くようなキャンバー角のことをネガティブキャンバーといいます。It is shown by a line drawn through the centre of the wheel and a second line drawn straight up and down. They should intersect where the tyre meets the road. Camber is a directional control angle and a tyre wearing angle. Originally, roads were built with high crowns; that is, they were high in the middle and sloped downward to the sides. A large amount of positive wheel camber was needed for the tyre to contact the road squarely. If the tyre does not set squarely on the road, it will wear on one side and will not get a good grip for positive steering control. Modern roads, however, are made flat with very little crown, so less camber is needed for this reason. Even with flat roads, some camber is generally desirable, because it moves the point of contact between the tyre and the road more directly under and closer to, the steering knuckle pivot. This makes the wheels easier to pivot and reduces the amount of road shock sent to the vehicle suspension and steering linkage when the wheels hit bumps. It also places most of the load on the larger inner wheel bearing. To avoid some bad effects, the amount of camber must be carefully considered when a vehicle is designed. If you have ever rolled a tyre by hand, you soon learned that you did not have to turn the tyre in order to turn a corner. All you had to do was tilt (camber) the tyre to one side, and it rolled around the corner like a cone. Figure below shows us “positive camber” At the left you can see the vertical centreline of the car, The wheel leans out a few degrees from the vertical centreline of the wheel. If the wheel leans inward from the vertical it’s called “Negative camber”. Positive camber compensates for the weight of the car. When the car begins to move forward, the weight of the vehicle pulls the wheels into perfect vertical position. If you adjust the alignment with negative camber the wheels would be pulled in even further towards the vehicle. === キャスター角 === When viewed from the side of the wheel, the caster angle is the degree to which the kingpin or ball joint tilts forward or rearward in relation to the frame Like the camber angle, the caster angle is also measured in degrees. It is shown by a line drawn straight up and down, as in the figure and then a second line drawn through the centre of the kingpin or pivot points. The caster angle is the angle formed at the point where the two lines cross, as viewed from the side of the vehicle. A good example of caster is a bicycle. The fork is tilted backward at the top. A straight line drawn down through the front-wheel pivot or kingpin would strike the ground ahead of the point where the tyre contacts the road. A wheel mounted in this fashion is said to have positive (+) caster or “just” caster. If the top of the kingpin is tilted forward so that a straight line drawn through it hits behind the point where the tyre contacts the ground, the wheel is said to have negative (–) caster. On a vehicle with axle suspension, caster is obtained by the axle being mounted so that the top of the steering knuckle or kingpin is tilted to the rear. On a vehicle with independent suspension, the upper pivot point (ball joint) is set to the rear of the lower pivot point. Caster is a directional control angle, but not a tyre wearing angle. Positive caster causes the vehicle to steer in the direction in which it is moving. This is called an automatic steering effect; for instance, the forward momentum of a vehicle tends to keep wheels with positive caster in the straight-ahead position. After rounding a turn, this causes the wheels to return to a straight-ahead position when the driver releases the steering wheel. This automatic steering effect is also called self-righting or self-centring action. Positive caster makes the turning of the steering wheel more difficult, whereas negative caster turns more easily, but will cause the vehicle to wander. Caster is the tilting of the front steering axis either forward or backward from vertical as viewed from the side of the car see below. When the axis is tilted backwards from vertical, caster is said to be positive. Positive caster creates a trailing action on front wheels. When the axis is tilted forward, caster is negative, causing a leading action on front wheels. === ステアリング軸の傾斜 === This is the geometric relationship between the Ball Joints and the wheel. Note: The lower ball joint is farther out from the centreline of the car than the upper ball joint. By drawing an imaginary line between the ball joints and measuring the angle this makes with the true centreline of the wheel, you can determine the angle of steering inclination or the angle the ball joints incline away from centre. The angle of the inclination provides a number of benefits to steering. It increases tyre life, When turning a corner it increases the rate of recovery... When the car is moving forward it makes the steering more stable, but increases the effort required to move the steering wheel. Tracking: The greatest effect steering axis inclination has on the car is tracking. This is the tendency for the car to go where the front is pointed. This is the result of what happens when the steering knuckle moves. Because of the angle of inclination, when the steering knuckle turns, it tends to lift the car. The weight of the car forces the axle (Steering knuckle) downward or back into a straight or horizontal angle. This pulls the wheel / tyre back into a line with the body of the car. The car continues the same way it was going. === ショックアブソーバー === いくつかの背景となる情報がこれが何なのかを理解する助けとなるでしょう。 Although not a spring in itself, shockies are an integral part of the spring action, damping the actions of the actual spring, shock absorbers are exactly that, they are devices designed to absorb the shock or bounce generated by bumps. They reduce the action and reactions to fewer contractions and expansions of the coil. This helps to prevent the car from “floating” or the bouncing motion after it hits a bump. If we have no shock absorbers attached to each wheel to control the compression and expansion of the coil spring, the spring would keep bouncing up and down like a rubber ball till all the energy had been dissipated. A shock absorber is filled with fluid or gas, a plunger connected to the top of the shock, is forced down when the spring compresses. Through a series of valves, the fluid in front of the plunger is forced into side chambers, slowing or damping, the return of the spring. Its this alternating up and down motion of the plunger that provides the required damping effect. === スプリング=== 現代の車に使われているスプリングには4つの基本的な種類があります: * コイルスプリング * トーションバー * エアスプリング * リーフスプリング ここでは、LFSのモデルに最も近いと思われるコイルスプリングについて解説します。コイルスプリングはとても長い間使われてきたもので、現在最もよく使われる種類のスプリングです。リアサスペンションにも使われるようになってきました。 Coil springs are specially made from spring steel and heat treated to temper or add spring and strength to them. They are fitted between the frame of the car and a bracket or recess on the suspension member or part of the axle. Front wheel drive cutaway showing the coil spring supports and bump stops and other parts. === スタビライザーバー === Or sway bars as we sometimes call them are not really springs but act as though they were springs. And help in controlling spring action. Confused? Lets look at the diagram and the explanation in more detail. Sway bars reduce body roll on cornering, perhaps it’s best to describe them as a kind of torsion bar. They reduce some of the twisting action of the frame. When the car moves down the road with the frame level, the stabilizer bar is at rest. When one side of the frame of the car rises up, like when it hits a bump, the opposite side of the frame rises also. This movement is counteracted by the stabilizer bar. The lifting force on one side cause the stabilizer to twist like a torsion bar, creating a downward force at the opposite side. This helps to keep the frame level. Okay, some of the above is confusing and misleading, I don't want to completely remove it though, so I'll just make my own explanation of how I understand a stabilizer bar to work. A stabilizer bar is a torsion bar (spring) which transfers load from one side of the vehicle to the other. For example, on entering a left-hand corner, the car will lean to the right and compress the spring on the right of the vehicle. The stabilizer bar is lifted on the right-hand side, and transfers some of this lift (depending on its stiffness) to the left-hand spring, compressing it, which acts to reduce the amount of body-roll. When travelling in a straight line, a stabilizer bar is actually useless, as a bump that only one wheel hits will transfer to the other side as well, which isn't really helpful. However, when travelling in a straight line, handling isn't a problem, so it's a small price to pay for better cornering. === IFS (独立フロントサスペンション) === Control Arm or Independent Front Suspension allows the two wheels to move up and down independently of each other the diagram above shows how the wheel can move up and down yet not move the frame allowing the tyre to have a level, full contact area. This is the most common form of front suspension in modern cars and the method LFS is likely modelled upon. Solid axles are generally used in Vintage and Veteran cars and some larger trucks. The solid axle as shown in the other diagram behaves in the opposite way. I.E. When a tyre hits a bump the whole axle and the frame will lift up, Tilting the opposite wheel and allowing the tyre to lose some contact with the road surface. McPherson Strut type front suspension is a somewhat different approach using a control arm method. You will see there is no upper control arm present. Everything else is there: Spring, shock stabilizer and the torsion rod. Being lighter than a normal approach its ideal for smaller cars. With the heavy duty shock and lighter spring the upper control arm is no longer needed. == サスペンション形式 == === マクファーソンストラット === [[Image:Susp3.gif|マクファーソンストラット]] === トレーリングアーム === [[Image:Susp2.gif|トレーリングアーム]] === ダブルウィッシュボーン === [[Image:Susp1.gif|ダブルウィッシュボーン]] {{Guides}} <!-- 他言語へのリンク --> [[en:Technical Reference]] [[de:Technische Referenz]] e14b4a5d91bfb0483bab175181ef054bb4d7402c ファイルフォーマット 0 1460 2334 2291 2017-03-18T13:51:43Z Skylinekakkoii 57 /* BANS */ wikitext text/x-wiki == DDS == [[Image:Dds.jpg|thumb]] Texture files So you want to edit LFS files that are in DDS format? Several textures in LFS are in DDS format including lights, interiors, track signage, seats, steering wheels and several other game and car components. To customise some textures in LFS You will need to edit the appropriate DDS file. DDS files can be handled by Paint Shop Pro and Photoshop after installing the DDS plugin which can be found here:<br> http://developer.nvidia.com/object/nv_texture_tools.html Although these files are hosted by Nvidia, they are not GPU-specific, so you can use them with any brand card. You don't need all of the files shown on that site. You can download a DDS viewer which can enable thumbnails in windows explorer or my computer and view them easily. There are various viewers available and all seem to work well enough. Grab the plugin if you want to edit DDS with one of the programs mentioned above. The DDS files can be found in your LFS/data/dds folder. There are a few things to be aware of before you begin: * Once you have changed the DDS file all of the cars of that type will show that file, the texture is used universally. For example, if you customised the interior of the XF GTi, then all XF GTi's in your sim will have the customised interior. Unlike you car skin, these files are used on every car of that type. * Be wary of texture size. Yes I know, you've got a fast PC and it can do anything except make your bed, but still be wary of texture size. The default textures in LFS work very well, replacing a 30KB texture with a 300KB texture will use more resources. It is very easy to overdo it so be sensible and back up your files first. * When you save your customised file you will probably be presented with some complicated save options. Just try the default settings, in other words: don't worry too much about all the bells and whistles. If the option to generate mip maps is not selected then select it first but it should be on by default in most cases. * There is a plugin that you will need and it works for Adobe Photoshop and Jasc (recently purchased by Corel) Paint Shop Pro only. Both of these programs use the same plugin file. There is a 3DS MAX plugin too, but MAX users check your version first to see if the plugin is even required. Please note that DDS files use an alpha layer in many cases. If you don't know what that means I suggest you consult your software's documentation and try experimenting with the DDS format files. Remember to save your files back into DDS format! == PTH == Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed. == TXT == Language Files Thanks to Eold, we have a translation utility program which makes it easier to make language packs. See the enclosed README.txt for more information.<br> http://www.lfs.net/file_lfs.php?name=LFSTranslator.zip == SET == Thanks to [[user:colcob|colcob]] for originally working this format out for v0.3H ([http://forum.rscnet.org/showthread.php?t=213190]), [[user:Bob Smith|Bob Smith]] for updating it for v0.5P([http://www.lfsforum.net/showthread.php?t=14477]), [[user:Woz|Woz]] for updating the bit field values for passengers, and back to [[user:Bob Smith|Bob Smith]] for updating it for v0.5X/Y. <pre>TYPES : ======= char : 1-byte ASCII character byte : 1-byte integer word : 2-byte unsigned integer float: 4-byte float Offset Type num Description ------ ---- --- ----------- 0 char 6 Description (always SRSETT) 6 byte 1 0 7 byte 1 LFS Internal Version (was 250 for ages, now 251) [ignore this number] 8 byte 1 File format version (currently 2) [check this number] 9 byte 3 0 12 byte 1 Bit 7 (Patch X Setup=1, older set=0) - used for pre-load handling Bit 2 (ABS On=1, Off=0) Bit 1 (Traction Control On=1, Off=0) Bit 0 (Asymmetrical On=1, Off=0) 13 byte 1 Unknown, seems to hold random values 14 byte 1 Handicap Mass Position 15 byte 1 Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar) 16 float 1 Brake Strength (Nm) 20 byte 1 Rear Wing Angle 21 byte 1 Front Wing Angle 22 byte 1 Voluntary Handicap Mass 23 byte 1 Voluntary Intake Restriction 24 byte 1 Max Steering Lock 25 byte 1 Parallel Steering 26 byte 1 Brake Balance 27 byte 1 Engine Brake Reduction 28 byte 1 Centre Diff Type (0=Open, 1=Viscous) 29 byte 1 Centre Diff Viscous Torque 30 byte 1 0 31 byte 1 Centre Diff Torque Split 32 word 1 Gear Ratio 7 (0 to 65536 = 0.5 to 7.5) 34 word 1 Gear Ratio Final (0 to 65536 = 0.5 to 7.5) 36 word 1 Gear Ratio 1 (0 to 65536 = 0.5 to 7.5) 38 word 1 Gear Ratio 2 (0 to 65536 = 0.5 to 7.5) 40 word 1 Gear Ratio 3 (0 to 65536 = 0.5 to 7.5) 42 word 1 Gear Ratio 4 (0 to 65536 = 0.5 to 7.5) 44 word 1 Gear Ratio 5 (0 to 65536 = 0.5 to 7.5) 46 word 1 Gear Ratio 6 (0 to 65536 = 0.5 to 7.5) 48 byte 1 Passenger (4 2bit fields). Passengers are located in the byte at the following locations 76|54|32|10 --+--+--+-- RR|RC|RL|FR The individual passenger types are identified as follows. 00 = None 01 = Male 10 = Female 49 byte 1 Car Config (roof on LX4/6 and UF1) 50 byte 1 Traction Control Slip (divide by ten) 51 byte 1 Traction Control Engage Speed 52 float 1 Rear Ride Height (NOT spring motion range) 56 float 1 Rear Spring Stiffness (N/mm) 60 float 1 Rear Compression/Bump Damping (N/mm) 64 float 1 Rear Rebound Damping (N/mm) 68 float 1 Rear Anti Roll Bar Stiffness (N/mm) 72 byte 4 0 76 byte 1 Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg) 77 byte 1 Rear Caster (i.e. always zero) 78 byte 1 Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 79 byte 1 0 80 byte 1 LR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 81 byte 1 RR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 82 byte 1 0 83 byte 1 Rear Diff Clutch Pack Pre-load (multiply by ten) 84 byte 1 Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 85 byte 1 Rear Viscous Torque 86 byte 1 Rear Power Locking 87 byte 1 Rear Coast Locking 88 word 1 LR Tyre Pressure (kPa) 90 word 1 RR Tyre Pressure (kPa) 92 float 1 Front Ride Height (NOT spring motion range) 96 float 1 Front Spring Stiffness (N/mm) 100 float 1 Front Bump/Compression Damping (N/mm) 104 float 1 Front Rebound Damping (N/mm) 108 float 1 Front Anti Roll Bar Stiffness (N/mm) 112 byte 4 0 116 byte 1 Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg) 117 byte 1 Front Caster (need to divide by ten) 118 byte 1 Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 119 byte 1 0 120 byte 1 LF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 121 byte 1 RF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 122 byte 1 0 123 byte 1 Front Diff Clutch Pack Pre-load (multiply by ten) 124 byte 1 Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 125 byte 1 Front Viscous Torque 126 byte 1 Front Power Locking 127 byte 1 Front Coast Locking 128 word 1 LF TyrePressure (kPa) 130 word 1 RF TyrePressure (kPa)</pre> == LYT == These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]). <pre>TYPES : ======= 1) short : 16 bit signed integer 2) word : 16 bit unsigned 3) char : 8 bit signed integer 4) byte : 8 bit unsigned FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- HEADER BLOCK : 6 char 0 LFSLYT : do not read file if no match 1 byte 6 version : do not read file if > 0 1 byte 7 revision : do not read file if > 251 1 word 8 num added objects : number of OBJECT BLOCKS 1 byte 10 laps : number 1 byte 11 flags : 3 in new files - see NOTE4 ......OBJECT BLOCKS OBJECT BLOCK : 1 short 0 X : position (1 metre = 16) 1 short 2 Y : position (1 metre = 16) 1 char 4 Zchar : height (1m = 4) - see NOTE3 1 byte 5 Flags : 0 for objects - see NOTE1 1 byte 6 Index : object index - see NOTE5 1 byte 7 Heading : heading - see NOTE2 NOTE1 : ------- How to distinguish between physical objects and control objects, like start positions, checkpoints, finish line and marshall circles. if (Index >= 192) // either a circle or an unknown object { if (Index==255) // it's a marshall circle { if (Flags & 0x80) // highest bit set : restricted area { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 1 : // 00 = no marshall // 01 = standing marshall // 10 = marshall pointing left // 11 = marshall pointing right // bits 2 to 6 : // radius in metres (1 to 31 - shifted left by 2 bits) } else // highest bit of flags is not set : route checker { // Heading is used not for heading, but the route index // bits 2 to 6 : // radius in metres (1 to 31 - shifted left by 2 bits) } } else { // unknown object - ignore } } else // could be an actual object or a control object { if (Flags & 0x80) // highest bit set : control object { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 1 : // 00 = Start position (if width = 0) or finish line (if width > 0) // 01 = Checkpoint 1 // 10 = Checkpoint 2 // 11 = Checkpoint 3 // bits 2 to 6 : // half width in metres (1 to 31 - shifted left by 2 bits) } else // highest bit of flags is not set : autocross object { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 2 : // Colour - only used for chalk (0-3) and tyres (0-5) } } NOTE2 : ------- Heading represents 360 degrees in 256 values. Heading = (heading_in_degrees + 180) * 256 / 360 128 : heading of zero 192 : heading of 90 degrees 0 : heading of 180 degrees 64 : heading of -90 degrees NOTE3 : ------- About Zchar, the approximate altitude : LFS does contact checks to place objects accurately on the ground. For output purposes : Zchar indicates the approximate altitude with a value from -80 (-20 metres) to 127 (31.75 metres). For input purposes : The ground check is performed with a test ray starting from 2 metres above Zchar. Using a value lower than 127 allows objects to be placed on the road below a bridge, for example. If you are creating objects from scratch and you are not sure of the approximate altitude, you can set Zchar to its maximum value (127). This will usually work unless there is a physical surface above the road where you are trying to place the object. NOTE4 : ------- If the file is saved in the most recent format, the two lowest bits of the flags byte must be set (total value 3). bit 0 : the file does not need correction for the Blackwood scaling bit 1 : the file does not need conversion for the new object indices Some very old layouts may not have bit 0 set. Layouts saved up to 0.5Z34 will not have bit 1 set. NOTE5 : ------- Object indices are now the same at all tracks. The first valid object index is 4 (AXO_CHALK_LINE). There are many gaps to allow for future objects. Valid object indices are all less than 192. AXO_NULL AXO_1 AXO_2 AXO_3 AXO_CHALK_LINE AXO_CHALK_LINE2 AXO_CHALK_AHEAD AXO_CHALK_AHEAD2 AXO_CHALK_LEFT AXO_CHALK_LEFT2 AXO_CHALK_LEFT3 AXO_CHALK_RIGHT AXO_CHALK_RIGHT2 AXO_CHALK_RIGHT3 AXO_14 AXO_15 AXO_16 AXO_17 AXO_18 AXO_19 AXO_CONE_RED AXO_CONE_RED2 AXO_CONE_RED3 AXO_CONE_BLUE AXO_CONE_BLUE2 AXO_CONE_GREEN AXO_CONE_GREEN2 AXO_CONE_ORANGE AXO_CONE_WHITE AXO_CONE_YELLOW AXO_CONE_YELLOW2 AXO_31 AXO_32 AXO_33 AXO_34 AXO_35 AXO_36 AXO_37 AXO_38 AXO_39 AXO_CONE_PTR_RED AXO_CONE_PTR_BLUE AXO_CONE_PTR_GREEN AXO_CONE_PTR_YELLOW AXO_44 AXO_45 AXO_46 AXO_47 AXO_TYRE_SINGLE AXO_TYRE_STACK2 AXO_TYRE_STACK3 AXO_TYRE_STACK4 AXO_TYRE_SINGLE_BIG AXO_TYRE_STACK2_BIG AXO_TYRE_STACK3_BIG AXO_TYRE_STACK4_BIG AXO_56 AXO_57 AXO_58 AXO_59 AXO_60 AXO_61 AXO_62 AXO_63 AXO_MARKER_CURVE_L AXO_MARKER_CURVE_R AXO_MARKER_L AXO_MARKER_R AXO_MARKER_HARD_L AXO_MARKER_HARD_R AXO_MARKER_L_R AXO_MARKER_R_L AXO_MARKER_S_L AXO_MARKER_S_R AXO_MARKER_S2_L AXO_MARKER_S2_R AXO_MARKER_U_L AXO_MARKER_U_R AXO_78 AXO_79 AXO_80 AXO_81 AXO_82 AXO_83 AXO_DIST25 AXO_DIST50 AXO_DIST75 AXO_DIST100 AXO_DIST125 AXO_DIST150 AXO_DIST200 AXO_DIST250 AXO_92 AXO_93 AXO_94 AXO_95 AXO_ARMCO1 AXO_ARMCO3 AXO_ARMCO5 AXO_99 AXO_100 AXO_101 AXO_102 AXO_103 AXO_BARRIER_LONG AXO_BARRIER_RED AXO_BARRIER_WHITE AXO_107 AXO_108 AXO_109 AXO_110 AXO_111 AXO_BANNER1 AXO_BANNER2 AXO_114 AXO_115 AXO_116 AXO_117 AXO_118 AXO_119 AXO_RAMP1 AXO_RAMP2 AXO_122 AXO_123 AXO_124 AXO_125 AXO_126 AXO_127 AXO_SPEED_HUMP_10M AXO_SPEED_HUMP_6M AXO_130 AXO_131 AXO_132 AXO_133 AXO_134 AXO_135 AXO_POST_GREEN AXO_POST_ORANGE AXO_POST_RED AXO_POST_WHITE AXO_140 AXO_141 AXO_142 AXO_143 AXO_BALE AXO_145 AXO_146 AXO_147 AXO_RAILING AXO_149 AXO_150 AXO_151 AXO_152 AXO_153 AXO_154 AXO_155 AXO_156 AXO_157 AXO_158 AXO_159 AXO_SIGN_KEEP_LEFT AXO_SIGN_KEEP_RIGHT AXO_162 AXO_163 AXO_164 AXO_165 AXO_166 AXO_167 AXO_SIGN_SPEED_80 AXO_SIGN_SPEED_50 AXO_170 AXO_171 AXO_172 AXO_173 AXO_174 AXO_175 AXO_176 AXO_177 AXO_178 AXO_179 AXO_180 AXO_181 AXO_182 AXO_183 AXO_184 AXO_185 AXO_186 AXO_187 AXO_188 AXO_189 AXO_190 AXO_191</pre> == DRV == These files contain the data on the AI drivers. This format was "discovered" around 0.3G, and it is unknown if they have been changed recently ([http://forum.rscnet.org/showthread.php?t=215013]). <pre>TYPES : ======= char : 1-byte ascii character byte : 1-byte integer word : 2-byte integer int : 4-byte integer, lowest byte first FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- 6 char 0 SRAINM : do not read file if no match 1 byte 6 unknown : 0x00 ? 1 byte 7 unknown : 0xF6 Version? 1 byte 8 num AIs : Number of AI Names in that file? 3 byte 9 unknown : 3 bytes unknown AI Data: Repeat (num AIs) times. 24 char 0 Name : AI's playername (Fill with 0x00) 8 char 24 Plate : Numberplate label (Fill with 0x00) 1 byte 32 Gender : 0x00 == Male, 0x01 == Female 3 byte 33 unknown : 3 bytes unknown</pre> == BANS == BANされたプレイヤーリストのファイルフォーマットです。([http://forum.rscnet.org/showpost.php?p=2426455&postcount=9]). <pre>メモ : 64bitの"Time"の値はGetSystemTimeAsFileTimeより得られます。 Meaning : number of 100-nanosecond intervals since January 1, 1601. One hour (HOUR_TIME) = 36000000000 Demo ban expiry : time - ban->Time > 12 * HOUR_TIME Name ban expiry : time - ban->Time > ban->BanHours * HOUR_TIME BANリストは以下のタイミングでメモリにロードされます: - プログラムが開始するとき BANリストは以下のタイミングでディスクに保存されます: - BANリストがクリアされたとき - BANされるプレイヤーが追加されたとき - プログラムが終了するとき file format ----------- 6 chars LFSBAN 1 byte 0 1 byte version (246 - do not read file if increased) 1 integer num_demo_bans [demo ban * num_demo_bans] 1 integer num_name_bans [name ban * num_name_bans] demo_ban -------- in_addr IP address __int64 Time name_ban -------- 24 chars user name __int64 Time integer BanHours integer Space</pre> {{ガイド}} <!-- 他言語へのリンク --> [[de:Dateiformate]] [[en:File Formats]] 4df9006a0179e63172b75242fa4743a7ab7e9e90 画面表示 0 1411 2335 2054 2017-03-18T14:41:56Z Skylinekakkoii 57 wikitext text/x-wiki Live for Speedにおいて、コクピットのメーターや画面上の情報をよく理解することは極めて重要です。 表示する項目は Options - Display で自由にカスタマイズできます。Shift+Fキーですべての画面表示をOFFにすることも出来ます。 [[Image:On-screendisplay_default.jpg|thumb|LFS 0.6R におけるデフォルトの表示画面]] == オンスクリーン == '''コース図:''' コース全体と各車の位置を確認する事ができます。 '''コース図上のアイコンの色の意味:''' {| class="wikitable" ! 緑色 | あなたの車の位置です。 |- ! 明るい黄色 | あなたより前を走行中の相手の位置です。 |- ! 淡い黄色 | あなたより1周以上前を走行中の相手の位置です。 |- ! オレンジ色 | あなたより後を走行中の相手の位置です。 |- ! 暗いオレンジ色 | あなたより1周以上後を走行中の相手の位置です。 |- ! 明るい青色 | あなたより前を走行中のAIの位置です。 |- ! 暗い青色 | あなたより後を走行中のAIの位置です。 |} '''注意''': これらの色は変更可能です。上記の色はデフォルトの色です。 '''フレームレート (FPS):''' 1秒間に画面が何コマ描画されているかを表示します。このレートは決して30未満に落ちないようにしましょう。30を下回ると動きがギクシャクし始め、操作に影響を及ぼします。グラフィックのディテールを落とす調整を行うことで、FPSを少し改善することができます。 '''順位:''' タイムの左側に表示されている、黄色の数字がレース中のあなたの順位です。あなたの前を走行中のプレイヤーがフィニッシュラインを通過したり、観戦モード(Shift+P)やピット(Shift+P)に入った際には、この値は正しく表示されないことがあります。最終ラップで突然順位がいくつか上がったとしても、だまされないようにしましょう。レース終了後はこのインジケーターはオレンジ色(デフォルト)へと変わります。 '''Laps:''' 例えば、2/5 は 5周のレース であなたが 2周目 であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行した周回数を意味します。セッション終了時、このインジケーターはオレンジ色(デフォルト)へと変わります。 :'''重要''': 耐久レースなどで、規定時間が経過すると、このカウンターの色が変わります。しかし、トップの車がフィニッシュラインを通過するまでレースは終了しないので、勘違いしないようにしましょう。'xxx has won the race'(xxxはあなたの名前) というようなメッセージが表示されている場合は、そのセッションは終了しています。予選などで、ホットラップ中にタイマーが規定時間を経過したとき、そのラップはフィニッシュラインを通過するまでカウントされています。 '''Total:''' レースのトータルタイムです。 '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの、あなたの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' {| class="wikitable" ! 緑色 | アクセル | アクセルバタフライの位置であり、アクセルペダルの位置ではありません。ただほとんどの場合これらは相関しています。 |- ! 赤色 | ブレーキ | ブレーキペダルの位置。ブレーキシステムの圧力と比例します。 |- ! 青色 | クラッチ | クラッチペダルの位置。自動クラッチを有効にしている場合、あなたが操作していなくても変速時にこのバーが動きます。 |- ! グレー | ハンドブレーキ | 色々な目的でかけることでしょう。レース開始時はグリッド上で動いてしまうのを防ぐため、自動的にかけられます。 |} '''ステアリング:''' 外部視点で見ることができます。赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == 拡張ディスプレイ == === F9 F10 F11 F12 === Using the F9-F12 keys, you can switch through the four on-screen displays for tyre temperature & wear, damage, live settings and pit strategy. Press the button again to turn off the display. === タイヤの温度と磨耗の表示 [F9]=== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度がカラーで確認できます。<br> <br> :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 [F10]=== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブ・セッティング [F11]=== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 [F12]=== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラグ・グラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 技術的な:青くて緑のバー(それは、速く動きます)は、各々のプレーヤーによってすでに送られたが、「使われなかった」「ゲーム箱」の数を代表します。それが全てのプレーヤーのために彼らを持っているとき、「ゲーム」はゲーム箱を食べるだけです、これはゲームモデルが同期にとどまる方法です。左から右に行って、それはホスト、それからguest1、guest2その他から(接続のNリストで見られるように)始めます。緑のものは、自分のものです。1人のプレーヤーが遅れるとき、あなたは彼の予備箱がゼロであるのを見ます、そして、ゲームがゲーム箱を処理することができない間、他の皆はそこで正直になることです。他のプレーヤーによって見られて、情報のためにあなたのpcに送られて、灰色のバーは他のプレーヤーバーの平均です。注:自動車位置は、獲物が小包にしない「便器箱」で来ます - 便器箱は「同期において」以外て、すぐに処理されます。色のついたバーを読み込む方法: Technical: The blue and green bars (which move quickly) represent the number of "game packets" that have been already sent by each player but have not been "used". The "game" only eats game packets when it has them for all players, this is how the game model stays in sync. Going from left to right it starts with the host, then guest1, guest2 etc (as seen in the N list of connections). The green one is your own. When one player lags, you will see his reserve packets are at zero, and everyone else's go up and up at that point, while the game is not able to process game packets. The grey bars are the average of the other players bars, as seen by the other players, and transmitted to your pc for info. Note : car positions come in "pos packets" not game packets - pos packets are not "in-sync" and are processed immediately. How to read the coloured bars: #うまく全てあちこちにとんで、全てには良い接続があります。 #1人のプレーヤーは、それから回復している底(他は上がります)で動けなくなり続けます - そのプレーヤーからホストへの断続的な遅れ。 #全ては、上がっている底とあなたの緑のものだけから抜け出せなくなり続けます - あなたとホスト(あなたは、他のプレーヤーのゲーム箱を得ていません)の間の断続的な遅れ。 #プレーヤーが外へ時間を計る(2)の極端。 #あなたが外へ時間を計る(3)の極端。 #赤い地帯より上にスクリーン方法の上に半分の方法で行っている全てのバー – バグ! # all jumping up and down nicely, all have good connections. # one player keeps getting stuck at the bottom (others rise) then recovering - intermittent lag from that player to host. # all keep getting stuck at the bottom and only your green one going up - intermittent lag between you and the host (you aren't getting the other players' game packets). # extreme of (2) that player will time out. # extreme of (3) you will time out. # all bars going half way up the screen way above the red zone – bug! === コネクション・リスト === This screen is shown by pressing N, which will alternate between names over cars, no names over cars, and the connections list. It shows who is connected to the server, what control system they are using, allows you to send and receive setups, and perform driver changes in the pitlane. '''Controller Type:''' The letters W, M, Kn and Ks are used. W means wheel, M means mouse, Kn means Keyboard Normal and Ks means Keyboard Stabilised (where the computer will attempt to provide mild steering assistance in some circumstances). This display corresponds to the setting in LFS on the other driver's computers. It is possible for a mouse user to use the wheel/joystick setting, so this display cannot be considered definite fact. Right-clicking on the controller type next to a driver's name will switch the view focus to that driver. <!-- links to other languages --> [[en:Display]] [[de:Anzeigen]] 3dfc9a299a36c8d109a0fcffda21aac3705d9526 Blackwood 0 1496 2337 2289 2017-03-18T21:17:33Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Blackwood]]」を「[[Blackwood]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接ア... wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:BL1HiRes.jpg|thumb|シケインの後の長いBlackwoodバックストレート]] [https://www.lfs.net/tracks/BL Blackwood サーキット]は、2つのオンロードコースと1つのラリークロスコースをもつ、イングランドの田舎を想定したサーキットです。 このサーキットはブラインドコーナーや、シケイン、低速コーナーから高速コーナーまで、様々な要素を持っていることから、多用途なサーキットとして知られています。 == GP Track == {{Track |Longname=Blackwood GP |Shortname=BL1 |Trackmap=[[Image:BL1.jpg|300px|none]] |kmLength=3.3 |miLength=2.1 |Description=BlackwoodサーキットはLFSの歴史の中で、三度に渡り刷新されてきました。1つはS2バージョンの始まりに、1つはパッチYに、そしてもう1つはバージョン0.6Rです。<br />S2バージョンでは、より良いピットレーンが追加され、いくつかの大きなバンプが削除されました。そしてパッチYでは、設備の向上やシケインのタイト化などが図られました。<br />バージョン0.6Rでは全てのBlackwoodの環境が刷新されました。<br />タイトなシケインが長くワイドなものに変わったとはいえ、Blackwoodの基本的な要素はスポイルされていません。タイトなヘアピン(最初のコーナー)、長いストレートやS字コーナーはBlackwoodの見た目とフィーリングを特徴づけています。}} == Historic == {{Track |Longname=Blackwood Historic |Shortname=BL2 |Trackmap= |kmLength=3.3 |miLength=2.1 |Description=1コーナーの後のシケインがない以外は、GP Trackと同じコースです。}} == Rallycross == [[Image:BL2 clear hires.jpg|thumb|Blackwood Rallycrossコースの泥の中を走り抜ける車たち]] {{Track |Longname=Blackwood Rallycross |Shortname=BL3 |Trackmap=[[Image:BL2.jpg|300px|none]] |kmLength=1.8 |miLength=1.2 |Description=このコースはとてもワイドで、スターティンググリッドから3ワイドになることもあるラリークロスレースには理想的と言えます。たくさんのオーバーテイクスポットがあります。<br />このコースで難しいのは、泥のセクションにある、小さな丘とバンプです。サスペンションとクラッチにダメージが入らないように気を付けましょう。<br />とにかく車を安定させることがあなたのメインタスクです。<br />50%がアスファルトで、50%がグラベルコースです。}} == Car Park == {{Track |Longname=Blackwood Car Park |Shortname=BL4 |Trackmap=[[Image:BL4.jpg|250px|none|border]] |kmLength=N/A |miLength=N/A |Description=大きな駐車場です。オートクロスコースを作ったり、駐車を学ぶには最適な場所です。}} {{サーキット}} <!-- カテゴリ --> [[Category:Demoサーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Blackwood]] [[it:Piste:Blackwood]] [[hu:Pályák:Blackwood]] [[ru:Трассы:Blackwood]] 2b5187bcec7c2985c561c0db13f9fabd4949de14 サーキット:Blackwood 0 1542 2338 2017-03-18T21:17:33Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Blackwood]]」を「[[Blackwood]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接ア... wikitext text/x-wiki #転送 [[Blackwood]] 283096efc9ee538273525e0d696d7a00b809295e South City 0 1528 2339 2285 2017-03-18T21:18:03Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:South City]]」を「[[South City]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接... wikitext text/x-wiki [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:SCHiRes.jpg|thumb|コースの一部であるSouth City highway]] 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。 6つの設定と逆走設定があります。これらは始めたばかりのドライバーはもちろん、熟練したドライバーにとっても素晴らしいコースとなっています。 == Classic == [[Image:SO T2 sunset hires.jpg|thumb|タイトなClassicの2コーナー]] {{Track |Longname=South City Classic |Shortname=SO1 |Trackmap=[[Image:SO1.jpg|none|300px]] |kmLength=2.0 |miLength=1.2 |Description=LFS S1で最も人気のあるコースのうちの一つです。South Cityのストリートの中で行う、短く高速なコース設定です。壁に囲まれた、バス停の形をした2つのシケインがコースの途中にあることがこのコースの特徴です。ここを出来るだけ速く立ち上がることは、バックストレートでの速度を稼ぐために重要で、難しい要素となっています。綺麗な長いコーナーを抜けると、スターティングストレートがあなたを待っています。}} == Sprint Track 1 == {{Track |Longname=South City Sprint Track 1 |Shortname=SO2 |Trackmap=[[Image:SO2.jpg|none|300px]] |kmLength=2.0 |miLength=1.2 |Description=短いコース長であるにもかかわらず、このコースは2つの長いストレートを持っています。オーバーテイクが簡単なので、レースに使うには素晴らしいコースといえます。スプリントコースなので、タイヤ交換やダメージ修理のためにピットに入ることができません。ですので、このコースでは気を付けて運転しましょう。}} == Sprint Track 2 == [[Image:SO3 pits cloudy hires.jpg|thumb|Sprint Track 2 のピットレーンとスタート/フィニッシュ ストレート]] {{Track |Longname=South City Sprint Track 2 |Shortname=SO3 |Trackmap=[[Image:SO3.jpg|none|300px]] |kmLength=1.3 |miLength=0.8 |Description=これはLFSの舗装コースの中で最も短いコースです。しかし、その長さにもかかわらず、トリッキーなコーナーがたくさんそろっています。従って、オーバーテイクを何回も行うことは難しいでしょう。このコースの特徴はスタート後の連続したコーナーと、最終コーナー手前のバンピーなブレーキングゾーンです。ここでバランスを保ち続けるのはとても難しいです。ピットエリアがありますが、これはスタート時にのみ使用可能で、ピットストップを行うことはできません。Sprint Track 1と同じく、このコースもスプリントコースです。}} == City Long == {{Track |Longname=South City City Long |Shortname=SO4 |Trackmap=[[Image:SO4.jpg|none|300px]] |kmLength=4.0 |miLength=2.5 |Description=名前が示す通り、これは最も長いSouth Cityのコース設定です。最初のセクションはClassic、2つ目のセクションはSprint Track 2、そして最後はSprint Track 1のコースを通ります。このコースで速いということは、全てのSouth Cityのコース設定で速いということを意味します。}} == Town Course == {{Track |Longname=South City Town Course |Shortname=SO5 |Trackmap=[[Image:SO5.jpg|none|300px]] |kmLength=3.1 |miLength=1.9 |Description=このコースはCity Longとよく似ています。違いは最後のセクションのみで、タイトのヘアピンの後はClassicと同じように長いストレートを通ります。Classicの'バス停'セクションが苦手だけど、他の部分を練習したいという方はこちらのコース設定を使うとよいでしょう。ただし、Sprint Track 2の曲がりくねったセクションがあることを忘れないで下さい。}} == Chicane Route == {{Track |Longname=South City Chicane Route |Shortname=SO6 |Trackmap=[[Image:SO6.jpg|none|300px]] |kmLength=2.9 |miLength=1.8 |Description=このコースはCity LongからSprint Track 2を引いたコースです。ノーマル設定では、他のSouth Cityのコース設定とは反対の方向に走るよう設定されています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:South_City]] [[es:Tracks:South_City]] [[de:Strecken:South_City]] [[it:Piste:South_City]] [[hu:Pályák:South City]] [[ru:Трассы:South City]] 25584bacf82d5d8feb8ec2f7e40c973d6cca6978 サーキット:South City 0 1543 2340 2017-03-18T21:18:03Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:South City]]」を「[[South City]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接... wikitext text/x-wiki #転送 [[South City]] 6496fd3f8a0b8712a4cd92d2c36a1e21be951c7b Fern Bay 0 1530 2341 2284 2017-03-18T21:18:17Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Fern Bay]]」を「[[Fern Bay]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接アク... wikitext text/x-wiki [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:FE1HiRes.jpg|thumb|有名なFern Bay Greenシケインの入口]] [[Image:FE2HiRes.jpg|thumb|Fern Bay Club/Gold/Blackの第一コーナー]] Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 == Club == {{Track |Longname=Fern Bay Club |Shortname=FE1 |Trackmap=[[Image:FE1.jpg|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=小さい車に適した短いコースです。ひっくり返ってしまうことのないよう、3コーナーの高い縁石には気を付けて下さい!}} == Green == {{Track |Longname=Fern Bay Green |Shortname=FE2 |Trackmap=[[Image:FE2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=このコースは高速な第一シケインで有名です。たくさんのオーバーテイクスポットがあります。}} == Gold == {{Track |Longname=Fern Bay Gold |Shortname=FE3 |Trackmap=[[Image:FE3.jpg|300px|none]] |kmLength=3.5 |miLength=2.2 |Description=連続した2つの高速右コーナーの後の鉄道橋がこのコースを運転してまず初めに覚えるポイントでしょう。様々なレイアウトの素晴らしい組み合わせや、いくつかの丘を見つけることができるでしょう。このコースには3つのストレートしかないので、タイムアタックする際には時間を賢く使う必要があります。}} == Black == {{Track |Longname=Fern Bay Black |Shortname=FE4 |Trackmap=[[Image:FE4.jpg|300px|none]] |kmLength=6.6 |miLength=4.1 |Description=S1で最も長いコースです。このコースはGoldとGreenを合体させたものです。とても狭いコーナーがたくさんあるので、LFSでもっとも難しいコースでしょう。}} == Rallycross == {{Track |Longname=Fern Bay Rallycross |Shortname=FE5 |Trackmap=[[Image:FE5.jpg|300px|none]] |kmLength=2.0 |miLength=1.3 |Description=このコースは、70%のロードコースと30%の砂と泥の道で構成されているラリークロスコースです。コースのほとんどはとても細く、曲がりくねっています。一方で、ホームストレートは非常に広く長くなっています。このコースでのオーバーテイクスポットはここだけです。このストレートと、タイトヘアピン、そして、コース中盤にある大きなジャンピングポイントがこのコースの主な特徴です。}} == Rallycross Green == {{Track |Longname=Fern Bay Rallycross Green |Shortname=FE6 |Trackmap=[[Image:FE6.jpg|300px|none]] |kmLength=0.7 |miLength=0.5 |Description=とても短いラリークロスコースです。60%が舗装路で、40%が砂と泥のコースです。このコースでは1つしかない短いストレートと、テクニカルなコーナーしかないので、オーバーテイクは非常に難しいでしょう。ここではスタートがとても重要となります。オーバーテイクができるポイントは、1コーナーの直前と、砂と泥のコースが終わる部分にある長い右コーナーだけです。ピットエリアがありますが、コースインの際にのみ使われるものであり、ダメージ修理や燃料補給はできません。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Fern_Bay]] [[hu:Pályák:Fern Bay]] [[it:Piste:Fern_Bay]] [[ru:Трассы:Fern_Bay]] 05e171dc80600a4aa33e42383d366b4f5b7776b3 サーキット:Fern Bay 0 1544 2342 2017-03-18T21:18:17Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Fern Bay]]」を「[[Fern Bay]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接アク... wikitext text/x-wiki #転送 [[Fern Bay]] c2eaee81b9d41f194ade6fbb23f6229205214638 Autocross 0 1476 2343 2017 2017-03-18T21:19:15Z Skylinekakkoii 57 ページの白紙化 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 2344 2343 2017-03-18T21:20:59Z Skylinekakkoii 57 ページ削除ができなかったので手動で移動しました。 wikitext text/x-wiki [[Image:AutoxLX6.jpg|thumb|オートクロスコースにおける LX4 のレース]] [[Image:DragPictureS1.jpg|thumb|ドラッグコースに並ぶS1の車たち]] Autocross は Test Area としても知られており、閉鎖されたサーキットを持たないエリアです。その代わりに、ここではセットアップテストや、オートクロスエリアやスキッドパッドでの自由なレース、そしてドラッグレースが行われます。また、ここは[[オートクロス#オートクロスエディタ|オートクロスエディタ]]を使うのに最適な場所です。広く開けた空間はあなたのコース作りに大いに役立つでしょう。 == Autocross == {{Track |Longname=Autocross |Shortname=AU1 |Trackmap=[[Image:AU1.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=ここは主にオートクロスコースを作るのにデザインされた二個目のエリアです。太いLのような形をしています。あなたの想像力がここのコースの楽しさを生み出すでしょう。}} == Skid Pad == {{Track |Longname=Autocross Skid Pad |Shortname=AU2 |Trackmap=[[Image:AU2.jpg|300px]] |kmLength=N/A |miLength=N/A |Description=あなたの車のグリップ力を試したいですか? あなたのセットアップは完璧なコーナリングをこなせますか? Skid Pad はそれらを試す場所です。しかし、それ以外にやることはありません。ここにずっといてもあなたをフラつかせるだけです。}} == Drag Strip == {{Track |Longname=Drag Strip |Shortname=AU3 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=1/4マイル (402m) の直線です。2人のプレイヤーが、1対1でそのスロットルコントロールとシフトスピードをフルに生かしてレースできる場所です。}} == 8 Lane Drag == {{Track |Longname=8 Lane Drag |Shortname=AU4 |Trackmap=[[Image:AU3.jpg|300px]] |kmLength=0.4 |miLength=0.25 |Description=Drag Stripと全く同じですが、こちらでは8人のドライバーが同時に走ることができます。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 他言語へのリンク --> [[de:Strecken:Autocross]] [[en:Tracks:Autocross]] [[es:Circuitos:Autocross]] [[hu:Pályák:Autocross]] [[it:Piste:Autocross]] [[ru:Трассы:Autocross]] faefcea371d03c652452067fe46046ff957548ef サーキット:Autocross 0 1502 2345 2287 2017-03-18T21:22:31Z Skylinekakkoii 57 カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接アクセスできるようになります。 wikitext text/x-wiki #転送 [[Autocross]] d481ec1bf638e76576352a04023877d9a5d5832b Kyoto Ring 0 1521 2346 2286 2017-03-18T21:23:28Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Kyoto Ring]]」を「[[Kyoto Ring]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接... wikitext text/x-wiki [[Image:KYHiRes.jpg|thumb|Kyoto Ring]] 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。コース設定は様々な状態へと変えることができます。ここでは遅いレースと速いレースのどちらも楽しめるでしょう。 == Oval == {{Track |Longname=Kyoto Ring Oval |Shortname=KY1 |Trackmap=[[Image:KY1.jpg|300px]] |kmLength=3.0 |miLength=1.9 |Description=傾斜のきついバンクのついたLFSでもっとも速度域の高いトライオーバルコースです。3つ目の最終コーナーが最も遅く、バンク角も最も小さいです。 スタートラインの直線はわずかに曲がっており、注意して走行しないとクラッシュを招きます。スリップストリームや、燃料とタイヤの戦略がこのサーキットでは最も大きな役割を果たすでしょう。}} == National == {{Track |Longname=Kyoto Ring National |Shortname=KY2 |Trackmap=[[Image:KY2.jpg|300px]] |kmLength=5.1 |miLength=3.2 |Description=このコースの一部は、(基本的にはロングワイドストレートとカウントされますが) オーバルとなっています。しかし、それ以外の部分はとても狭く曲がりくねっています。}} == GP Long == {{Track |Longname=Kyoto Ring GP Long |Shortname=KY3 |Trackmap=[[Image:KY3.jpg|300px]] |kmLength=7.4 |miLength=4.6 |Description=この設定では専用のピットエリアとメインストレートを持っています。オーバルは1コーナーしか使いませんが、それ以外にもとても速度域の高い直線ととてもゆるやかなカーブを持っています。LFSで最も長いコースの1つです。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Kyoto_Ring]] [[it:Piste:Kyoto_Ring]] [[hu:Pályák:Kyoto Ring]] [[ru:Трассы:Kyoto_Ring]] d8587a62c268e22a865d164bbfb9832f0246ec66 サーキット:Kyoto Ring 0 1545 2347 2017-03-18T21:23:28Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Kyoto Ring]]」を「[[Kyoto Ring]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接... wikitext text/x-wiki #転送 [[Kyoto Ring]] 64ad16e9fc45d71708ea88a9731617e24e86853f Westhill 0 1531 2348 2280 2017-03-18T21:23:43Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Westhill]]」を「[[Westhill]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接アク... wikitext text/x-wiki [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] [[Image:WEHiRes.jpg|thumb|Westhill]] このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 == National == {{Track |Longname=Westhill National |Shortname=WE1 |Trackmap=[[Image:WE1.jpg|300px|none]] |kmLength=4.4 |miLength=2.7 |Description=Internationalを短くしたコース設定です。Internationalコースを抜ける際にはブラインドダウンヒルコーナーがあります。このコースは比較的遅い車に特に適した環境です。}} == International == {{Track |Longname=Westhill International |Shortname=WE2 |Trackmap=[[Image:WE2.jpg|300px|none]] |kmLength=5.8 |miLength=3.6 |Description=イングランドの農村に位置する設定の5.8kmのコースです。高速でワイドなコーナーがあり、2つのシケインと、S2で最もワイドで最も綺麗なフィニッシュストレートがこのコースの魅力的な要素です。コースの大部分はとても高速となっています。起伏の激しいこのコースは、比較的速い車に適しています。}} == Car Park == {{Track |Longname=Westhill Car Park |Shortname=WE3 |Trackmap=[[Image:WE3.jpg|300px|none]] |kmLength=N/A |miLength=N/A |Description=サーキットの奥にある、広大なパーキングエリアです。約750m x 210m の長方形のような形をしています。}} == Karting == {{Track |Longname=Westhill Karting |Shortname=WE4 |Trackmap=[[Image:WE4.jpg|300px|none]] |kmLength=0.5 |miLength=0.3 |Description=小さなカートコースです。[[車:シングルシーター#MRT5|MRT]]でレースをするのに適しています。}} == Karting National == {{Track |Longname=Westhill Karting National |Shortname=WE5 |Trackmap=[[Image:WE5.jpg|300px|none]] |kmLength=1.3 |miLength=0.8 |Description=Kartingよりも大きいバージョンのコース設定です。同じくらいの細い幅でありながら、Kartingよりも速いコーナーで構成されています。ドアtoドアのレースを見ることができるでしょう。}} == 周囲のエリア == オープンレイアウトを選択すると、レースコース外へとアクセスすることができます。 オートクロスなどでコースを作る際には、駐車場や、舗装路や未舗装エリアも使用することができます。 オートクロスについての説明は、[[オートクロス|こちら]]をご覧ください。 [[Image:WE_OpenConfig.jpg|800px|公式コースレイアウト外でのレース]] {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Westhill]] [[it:Piste:Westhill]] [[hu:Pályák:Westhill]] [[ru:Трасса:Westhill]] 4900f7fc65eaca1ecef78ff1e9a3293e067f3965 サーキット:Westhill 0 1546 2349 2017-03-18T21:23:43Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Westhill]]」を「[[Westhill]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接アク... wikitext text/x-wiki #転送 [[Westhill]] 82189521b3ccdecbc706c950eed61d2c8e2e02e4 Aston 0 1532 2350 2279 2017-03-18T21:23:57Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Aston]]」を「[[Aston]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接アクセス... wikitext text/x-wiki [[Image:ASHiRes.jpg|thumb|Aston]] [[Image:AS2HiRes.jpg|thumb|有名なダウンヒルシケイン]] Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == Cadet == {{Track |Longname=Aston Cadet |Shortname=AS1 |Trackmap=[[Image:AS1.jpg|300px|none]] |kmLength=1.9 |miLength=1.2 |Description=CadetはAstonの中で最も短いコース設定です。連続した低速コーナーを越えた後は、素晴らしいダウンヒルシケインが待っています。最終コーナーでのブレーキングではバランスを崩さないように注意してください。CadetとNorthは他のコース設定とは別のピットレーンとスタート/フィニッシュラインを使用しています。}} == Club == {{Track |Longname=Aston Club |Shortname=AS2 |Trackmap=[[Image:AS2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=Clubはとても有名なコースで、特に[[車:FWD_GTRクラス#XF_GTR|XFR]]とマッチしたコースです。この主な理由は、このコースはオーバーテイクを行える、たくさんのフルスロットルセクションがあるためです。コースの中間にある、シケインのような連続したコーナーと、メインストレートの直前にあるシケインは、このコースの最もチャレンジングな要素です。}} == National == {{Track |Longname=Aston National |Shortname=AS3 |Trackmap=[[Image:AS3.jpg|300px|none]] |kmLength=5.6 |miLength=3.5 |Description=Astonで最も人気なコース設定です。恐らく、このコースであれば、走っているプレイヤーをいつでも見つけることができるでしょう。また、この設定でもオーバーテイクは非常に簡単となっています。コースの中間にとても低速なコーナーがいくつもあるにも関わらず、全体的に見るととても高速なコース設定です。ここでは、ほとんどのプレイヤーがGTRを使うのを好みます。}} == Historic == {{Track |Longname=Aston Historic |Shortname=AS4 |Trackmap=[[Image:AS4.jpg|300px|none]] |kmLength=8.1 |miLength=5.0 |Description=とても長いコース設定です。1コーナーを曲がると、Cadetシケインを逆走するように走ります。Cadetシケインの後にはもう一つシケインがあり、これを通過すると、Grand Prixセクションへと入ります。長いストレートと高速右コーナーを過ぎると、緩い高速コーナーセクションへと入ります。このセクションの長い左コーナーを抜けるとNationalコースへ入ります。このコースはいくつかの違い(特にCadetシケイン)を除いて、Grand Prixと似ています。}} == Grand Prix == {{Track |Longname=Aston Grand Prix |Shortname=AS5 |Trackmap=[[Image:AS5.jpg|300px|none]] |kmLength=8.8 |miLength=5.5 |Description=Astonで、また同時にLFSでも最も長いコース設定です。Historicに似ていて、危険な部分を遠回りしたようなコースです。Cadetシケインを通らない代わりに、Nationalにより長く留まることになります。Historicの高速5コーナーの代わりに高速シケインが設置されています。}} == Grand Touring == {{Track |Longname=Aston Grand Touring |Shortname=AS6 |Trackmap=[[Image:AS6.jpg|300px|none]] |kmLength=8.0 |miLength=5.0 |Description=Grand Prinxから、その高速1,2コーナーを取り除き、Clubの低速1コーナーを使うようにしたコースです。}} == North == {{Track |Longname=Aston North |Shortname=AS7 |Trackmap=[[Image:AS7.jpg|300px|none]] |kmLength=5.2 |miLength=3.2 |Description=Cadetを延長したようなコースで、1速や2速を使用する低速コーナー、そしてブラインドS字コーナーをいくつか持っています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Aston]] [[hu:Pályák:Aston]] [[it:Piste:Aston]] [[ru:Трассы:Aston]] 78afad3f09c008b42e649820e2775f0e54386a13 サーキット:Aston 0 1547 2351 2017-03-18T21:23:57Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Aston]]」を「[[Aston]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接アクセス... wikitext text/x-wiki #転送 [[Aston]] e6f3794578b9d1583700300fcc2bc8f9e2ba380e Rockingham 0 1501 2352 2288 2017-03-18T21:24:10Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Rockingham]]」を「[[Rockingham]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接... wikitext text/x-wiki [[Image:ROK VWS7.jpg|thumb|300px|Rockingham のピットレーン]] [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 == ISSC == {{Track |Longname=Rockingham ISSC |Shortname=RO1 |Trackmap=[[Image:RO1-Pits.png|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=説明は準備中です...}} == National == {{Track |Longname=Rockingham National |Shortname=RO2 |Trackmap=[[Image:RO2-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です....}} == Oval == {{Track |Longname=Rockingham Oval |Shortname=RO3 |Trackmap=[[Image:RO3-Pits.png|300px|none]] |kmLength=2.4 |miLength=1.5 |Description=説明は準備中です...}} == ISSC Long == {{Track |Longname=Rockingham ISSC Long |Shortname=RO4 |Trackmap=[[Image:RO4-Pits.png|300px|none]] |kmLength=3.3 |miLength=2.0 |Description=説明は準備中です....}} == Lake == {{Track |Longname=Rockingham Lake |Shortname=RO5 |Trackmap=[[Image:RO5.png|300px|none]] |kmLength=1.0 |miLength=0.7 |Description=説明は準備中です...}} == Handling == {{Track |Longname=Rockingham Handling |Shortname=RO6 |Trackmap=[[Image:RO6-Pits.png|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=説明は準備中です...}} == International == {{Track |Longname=Rockingham International |Shortname=RO7 |Trackmap=[[Image:RO7-Pits.png|300px|none]] |kmLength=3.9 |miLength=2.4 |Description=説明は準備中です...}} == Historic == {{Track |Longname=Rockingham Historic |Shortname=RO8 |Trackmap=[[Image:RO8-Pits.png|300px|none]] |kmLength=3.6 |miLength=2.2 |Description=説明は準備中です...}} == Historic Short == {{Track |Longname=Rockingham Historic Short |Shortname=RO9 |Trackmap=[[Image:RO9-Pits.png|300px|none]] |kmLength=2.2 |miLength=1.4 |Description=説明は準備中です...}} == International Long == {{Track |Longname=Rockingham International Long |Shortname=RO10 |Trackmap=[[Image:RO10-Pits.png|300px|none]] |kmLength=4.1 |miLength=2.5 |Description=説明は準備中です...}} == Sportscar == {{Track |Longname=Rockingham Sportscar |Shortname=RO11 |Trackmap=[[Image:RO11-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です...}} {{サーキット}} <!-- カテゴリ --> [[Category:S3サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Rockingham]] [[hu:Pályák:Rockingham]] [[it:Piste:Rockingham]] [[ru:Трассы:Rockingham]] 0f7a16a8b02110d5daf29488aae3bd1282666538 サーキット:Rockingham 0 1548 2353 2017-03-18T21:24:11Z Skylinekakkoii 57 Skylinekakkoii がページ「[[サーキット:Rockingham]]」を「[[Rockingham]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。コース名で検索した際に直接... wikitext text/x-wiki #転送 [[Rockingham]] 3153fd3344e5a8312add351c91ae876cf9dab1e7 FRクラス 0 1489 2354 2283 2017-03-18T22:18:17Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:FRクラス]]」を「[[FRクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接アクセス... wikitext text/x-wiki 約125bhp/トンの、FFホットハッチとFRスポーツクーペのクラスです。 どちらの車もDemoライセンスで運転することができます。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.3リッター直列4気筒 |kWPower=86 |bhpPower=115 |PowerRPM=7031 |NmTorque=130 |lbftTorque=96 |TorqueRPM=5438 |kgMass=942 |lbsMass=2076 |WRatio=91 |bhpRatio=124 |WeightDistF=56.9 |WeightDistR=43.1 |Fuel=45 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=初心者、上級者どちらにとっても素晴らしい車です。LFSの中で、初心者から上級者までXF GTIほど一般的に使われている車は他にはありません。 セッティングの調整に敏感に反応し、その安定したシャーシはドライバーに限界までプッシュさせる貴重なレッスンを与えます。 |Setuptip=デフを固めすぎないでください。XF GTiは2ウェイデフを持っていないので、固めすぎるとパワーダウンやアンダーステアに繋がるでしょう。 }} == XR GT == {{Car |Longname=XR GT |Shortname=XRG |Image=XRG.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列4気筒 |kWPower=104 |bhpPower=140 |PowerRPM=5988 |NmTorque=187 |lbftTorque=138 |TorqueRPM=4512 |kgMass=1150 |lbsMass=2536 |WRatio=91 |bhpRatio=124 |WeightDistF=52.0 |WeightDistR=48.0 |Fuel=65 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=限界付近で後輪駆動車を運転する練習をするのに最適な車です。ほとんどのテールハッピーなドライバーを喜ばせるだけのパワーはありますが、全ての立ち上がりで満足させるほどではありません。LFSに存在する、もっと恐ろしい車を乗りこなすための道を開いてくれる車です。[[車:FRクラス#XF_GTI|XF GTi]]といい勝負になりますが、(直線では) こちらの方が少しだけ速いでしょう! |Setuptip=パワーオーバーステアを出すにはパワーが足りない車なので、ニュートラルステアに近いセットアップが良いでしょう。アクセル調整で曲がれるよう、デフを固めましょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:FR]] [[hu:Autók:FR]] 4d734d377365aba6768cee436346fe229ba22f40 車:FRクラス 0 1549 2355 2017-03-18T22:18:17Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:FRクラス]]」を「[[FRクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接アクセス... wikitext text/x-wiki #転送 [[FRクラス]] 85b3d692ec615587547e8492091b5618bf8ca2e2 シングルシーター 0 1492 2356 2277 2017-03-18T22:18:34Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:シングルシーター]]」を「[[シングルシーター]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索し... wikitext text/x-wiki LFSには様々なクラスのシングルシーターの車が以下の5台あります。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MRT |Image=MRT.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=600cc ターボ 直列4気筒 |kWPower=48 |bhpPower=64 |PowerRPM=7871 |NmTorque=69 |lbftTorque=51 |TorqueRPM=5078 |kgMass=221 |lbsMass=486 |WRatio=217 |bhpRatio=296 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=20 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。この車は[[オートクロス]]や低速コースには理想的な車です。MRT5はカートにパワーとデフを与えたような、ドライブするのがとても楽しい車です。実車の詳細は[http://www.fsae.mcgill.ca/ オフィシャルWebサイト]をご参照ください。 |Setuptip=この車は柔らかいサスペンションにセッティングするのが最適です。コーナリング性能を落としてしまうので、スプリングをアンダーステアに振る必要はないでしょう。もしオーバーだと感じるのであれば、アンチロールバーを調整し、好みのバランスへセッティングしましょう。また、この車はデフのセッティングにとても敏感です。ビスカスLSDを使用し、出来る限りオープンな(低い)値に設定しましょう。タイヤの空気圧は低い方が良いです。リアのトーを調整するのが手っ取り早く、便利です。 }} == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=1.2リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDistF=42.0 |WeightDistR=58.0 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=この車は、V1 Championshipと呼ばれる2008年に設立したイギリスの会社によって使われていました。この会社は、テストシリーズを通じて新しいレーシングドライバーを見つけることを目的としていました。LFSはドライバーの選抜試験と、この車の開発テストに使われました。この功績によって、LFSはFomula BMWのモデリングと収録を行う権利を獲得しました。 |Setuptip=ダウンフォースを減らし、サスペンションを硬めにすることで簡単かつ速くコーナリングができるようになるでしょう。 }} == Formula XR == {{Car |Longname=Formula XR |Shortname=FOX |Image=FOX.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター 直列4気筒 |kWPower=142 |bhpPower=190 |PowerRPM=7031 |NmTorque=221 |lbftTorque=163 |TorqueRPM=4980 |kgMass=490 |lbsMass=1079 |WRatio=290 |bhpRatio=395 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=38 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula Renault 2000 レースカーをベースとした車です。強いダウンフォースのかかる車を理解するのに良い車です。パワーが他のフォーミュラカーに比べて少ないので、コントロールはしやすいでしょう。曲がりくねったコースではとても楽しく、LFSで最も人気のある車のうちの1台です。 |Setuptip=低速コーナーでコントロールしやすいよう、少しルーズなセットアップが必要です。ダウンフォースを調整し、高速走行中にもリアにトラクションが掛かるようにしましょう。あまりパワーが多くないので、ほとんどのコースではウィングの角度はあまり立てない方が良いでしょう。 }} == Formula V8 == {{Car |Longname=Formula V8 |Shortname=FO8 |Image=FO8.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=3.0リッター V型8気筒 |kWPower=335 |bhpPower=450 |PowerRPM=9092 |NmTorque=385 |lbftTorque=284 |TorqueRPM=7422 |kgMass=600 |lbsMass=1323 |WRatio=559 |bhpRatio=762 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=125 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula 3000 レースカーをベースとした車です。この車はLFSで2番目に速い車ですが、最も難しい車です。この車をマスターすれば、ドライバーに素晴らしい功績を与えるでしょう。Formula One の車ではありませんが、この車はとても素晴らしい車です。パワーウェイトレシオを見て下さい!加速は信じられないほどに素晴らしく、ドライバーを3Gの世界へと導きます。停止時には痛みを感じる程の減速を見せるでしょう。度胸のある人のみ運転して下さい! |Setuptip=あまりアンダーステアに振る必要はありません。リアにしっかりとトラクションが掛かるよう、ダウンフォースを調整しましょう。高い空気圧はこの車ではよく働くでしょう。 }} == BMW Sauber F1 (Formula One) == {{Car |Longname=BMW Sauber F1 (Formula One) |Shortname=BF1 |Image=BF1.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.4リッター V型8気筒 |kWPower=537 |bhpPower=720 |PowerRPM=19036 |NmTorque=284 |lbftTorque=209 |TorqueRPM=16797 |kgMass=530 |lbsMass=1169 |WRatio=1012 |bhpRatio=1378 |WeightDistF=46.3 |WeightDistR=53.7 |Fuel=95 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=本物の[http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]です。どこを取っても信じられないほどに速いです。この車を運転するには、あなたは自分の能力を限界まで引き出す必要があります。あなたはもうシフターを使う必要はありません。- この車の電子制御は、あなたが今まで行ってきたどれよりも素早くギアを変えます。 |Setuptip=硬いサスペンションにするのが最も良いでしょう。スプリングを必要としない程にタイヤが良い働きをします。アンチロールバーも硬く設定して構いません。ハンドリングを損なうことなくセッティングできるでしょう。全てのパワーを使い切る為には、トラクションを稼ぐ必要がある為、ウィングはより立てた状態にしてください。トラクションコントロールはあなたが熱くなりすぎないようにするのにとても便利でしょう。初心者の方には 4% が良い値となるでしょう。ハードコアなプレイヤーはこれをオフにすることが多いです。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:Single-Seaters]] [[hu:Autók:Együléses]] cd71c37ea3832e2d68e8971e39aaeed0d63b9b79 車:シングルシーター 0 1550 2357 2017-03-18T22:18:34Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:シングルシーター]]」を「[[シングルシーター]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索し... wikitext text/x-wiki #転送 [[シングルシーター]] 70fe7a86399796ae85ab6f215cc62cc70321fac1 TBOクラス 0 1523 2358 2281 2017-03-18T22:18:54Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:TBOクラス]]」を「[[TBOクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接アクセ... wikitext text/x-wiki 約205bhp/トンの過給機付きスポーツクーペが揃ったクラスです。FF、FR、AWDの各駆動形式が1台ずつあります。 == XR GT Turbo == {{Car |Longname=XR GT Turbo |Shortname=XRT |Image=XRT.jpg |Drive=フロントエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=184 |bhpPower=247 |PowerRPM=6035 |NmTorque=345 |lbftTorque=255 |TorqueRPM=3896 |kgMass=1223 |lbsMass=2696 |WRatio=151 |bhpRatio=205 |WeightDistF=51.0 |WeightDistR=49.0 R |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=XR GTを手に取り、エンジンをキリのいい2リッターに載せ換え、おまけにターボチャージャーをボンネットの中に収め、厳ついボディーキットを与えたら、XR GT Turboが生まれました。忌まわしいターボラグがあるにもかかわらず、特徴的なパワー感とハンドリングに慣れてしまえば、この車はとても運転しやすい車です。古いドライバーはまだこの車のことをGTTと呼んでいるでしょう。 |Setuptip=この車をコントロールするのには、弱アンダーステアになるようにセットアップすることが必要です。ターボラグを先読みできるようになれば、この車は少しパワフルになったXR GTと考えて問題ありません。 }} == RB4 GT == {{Car |Longname=RB4 GT |Shortname=RB4 |Image=RB4.jpg |Drive=フロントエンジン 4輪駆動 |Engine=2.0リッター ターボ 直列4気筒 |kWPower=181 |bhpPower=243 |PowerRPM=6035 |NmTorque=340 |lbftTorque=251 |TorqueRPM=3896 |kgMass=1210 |lbsMass=2667 |WRatio=150 |bhpRatio=204 |WeightDistF=56.0 |WeightDistR=44.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=LFSで唯一のAWDの駆動方式を持つロードスポーツカーです。AWDであることから、この車はラリーコースにおいて最も理想的な車です。RB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 |Setuptip=アンダーステアがあなたの敵です。サスペンションは必要な分だけ変更し、トルク配分はスロットルで向きを変えることができるよう、後側に振るようにしましょう。これはタイヤの加熱や摩耗に対しても良い効果をもたらします。 }} == FXO Turbo == {{Car |Longname=FXO Turbo |Shortname=FXO |Image=FXO.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.9リッター ターボ 水平対向4気筒 |kWPower=175 |bhpPower=234 |PowerRPM=6357 |NmTorque=305 |lbftTorque=224 |TorqueRPM=4336 |kgMass=1136 |lbsMass=2504 |WRatio=154 |bhpRatio=210 |WeightDistF=57.0 |WeightDistR=43.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=S1の中でも人気な車です。コントロールしやすく、楽しく、速い、前輪駆動の車です。太いタイヤと軽量なボディがコーナリング性能を保証します。しかし、しばらくするとそのエンジンノイズにうんざりしてくるでしょう。XRTと同じくらい速いです。 |Setuptip=デフォルトのセットアップでもバランスがよく、充分コントロールしやすいため、あまりいじり過ぎない方が良いでしょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:TBO]] [[hu:Autók:TBO]] f30d455d2143cbce94f7ff2b4b2cff795acbcee8 車:TBOクラス 0 1551 2359 2017-03-18T22:18:54Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:TBOクラス]]」を「[[TBOクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接アクセ... wikitext text/x-wiki #転送 [[TBOクラス]] 6086b4b3eee17179191183f690c0d6920c857b3d クラスなし 0 1491 2360 2278 2017-03-18T22:19:13Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:クラスなし]]」を「[[クラスなし]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接ア... wikitext text/x-wiki これらの車はLFSの他のどのクラスにも当てはまらないので、ワンメインクレースで使われることが多いです。 == LX4 == {{Car |Longname=LX4 |Shortname=LX4 |Image=LX4.jpg |Drive=フロントエンジン リアドライブ |Engine=1.3リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8227 |NmTorque=131 |lbftTorque=97 |TorqueRPM=6891 |kgMass=499 |lbsMass=1101 |WRatio=210 |bhpRatio=286 |WeightDistF=46.0 |WeightDistR=54.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=499kgととても軽量なLX4は、S1の曲がりくねったコースではその速さを存分に発揮します。兄弟車であるLX6と比べると、LX4は乗りやすく、ビギナーがLXシリーズの車を学ぶのに適しています。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.0リッター 直列4気筒 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=35 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=LFSにおいてもっともパワーのないマシンですが、楽しさは損なわれていません。速度差が少ない接近したレースが展開されることでしょう。しかし、速度域の高いコースには適していません。 |Setuptip=アンチロールバーが搭載されていないので、スプリングを普段より硬めに設定しましょう。これはタイヤの温度を上げるのにも役立ちます。リアタイヤにはたくさんの空気を入れておかないと、アンダーステアに悩まされることでしょう。 }} == Volkswagen Scirocco == {{Car |Longname=Volkswagen Scirocco |Shortname=VWS |Image=VWStemp.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=147 |bhpPower=198 |PowerRPM=5738 |NmTorque=280 |lbftTorque=206 |TorqueRPM=4164 |kgMass=1262 |lbsMass=2782 |WRatio=117 |bhpRatio=159 |WeightDistF=66.4 |WeightDistR=33.6 |Fuel=50 |FrontSusp=N/A |RearSusp=N/A |Information=三代目フォルクスワーゲン シロッコの200bhpモデルです。公式ライセンスを受けて2008年にLFSへ収録予定でしたが、残念ながらまだ追加されていません。追加されれば、LFSで二番目に速いフロントドライブの車です。 |Setuptip=まだ追加されていません。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:Unclassified]] [[hu:Autók:Besorolatlan]] aeee56951a6f9958572e25c3b22279ff65f08680 車:クラスなし 0 1552 2361 2017-03-18T22:19:13Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:クラスなし]]」を「[[クラスなし]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接ア... wikitext text/x-wiki #転送 [[クラスなし]] 1042c53e17320d861d710e135980ec89e28f3f5e LRFクラス 0 1524 2362 2275 2017-03-18T22:19:33Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:LRFクラス]]」を「[[LRFクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接アクセ... wikitext text/x-wiki TBOに近いクラスですが、こちらのマシンの方がわずかに速く設定されています。すべての車が後輪駆動です。 馬力や重量が全てバラバラで、パワーウェイトレシオは 250-310bhp/トン と比較的広い範囲を取っています。 ある車は加速とハンドリングを重視し、ある車は最高速度を重視しています。 == LX6 == {{Car |Longname=LX6 |Shortname=LX6 |Image=LX6b.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列6気筒 |kWPower=142 |bhpPower=190 |PowerRPM=8402 |NmTorque=173 |lbftTorque=128 |TorqueRPM=7066 |kgMass=539 |lbsMass=1188 |WRatio=263 |bhpRatio=358 |WeightDistF=48.0 |WeightDistR=52.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=LX4に1.8リッター 直6エンジンを載せたのがLX6です。何が異なるのかというと、少し重量が重くなり、またそのことで微妙に重量バランスが良くなっています(フロントが重くなったため)。そして、当然ながらパワーが上がっています。LX4よりトリッキーな車なので、LXシリーズに乗ったことがない方はまず先にLX4に乗ることをお勧めします。LX8は廃止されてしまったので、現時点ではこれがLXシリーズの中で最も速い車となります。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == RaceAbout == {{Car |Longname=RaceAbout |Shortname=RAC |Image=RAC.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=183 |bhpPower=245 |PowerRPM=5906 |NmTorque=360 |lbftTorque=266 |TorqueRPM=3500 |kgMass=800 |lbsMass=1763 |WRatio=228 |bhpRatio=311 |WeightDistF=40.1 |WeightDistR=59.9 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=フィンランドの実在するプロトタイプスポーツカーです。SAABのターボエンジンをミッドシップに搭載しています。限界を引き出すのは非常に難しい車です。実際のプロジェクトの詳細は[http://www.raceabout.fi こちら]をご参照ください。 |Setuptip=リアにアンチロールバーが存在しないことがこの車をセットアップする上で不便なポイントとなっています。プッシュしすぎないよう、あまりアンダーステアなセッティングはお勧めしません。フロントのアンチロールバーも過度に硬くしない方が良いでしょう。サスペンションは柔らかめにしておくことをお勧めします。 }} == FZ50 == {{Car |Longname=FZ50 |Shortname=FZ5 |Image=FZ5.jpg |Drive=リアエンジン リアドライブ |Engine=3.6リッター 水平対向6気筒 |kWPower=269 |bhpPower=360 |PowerRPM=7563 |NmTorque=392 |lbftTorque=289 |TorqueRPM=5000 |kgMass=1380 |lbsMass=3042 |WRatio=195 |bhpRatio=265 |WeightDistF=38.0 |WeightDistR=62.0 |Fuel=90 |FrontSusp=マクファーソンストラット |RearSusp=ダブルウィッシュボーン |Information=この車はLFSの中で最も速いロードカーです。トップスピードでのハンドリングに優れています。ドライビングの楽しさをスポイルするほどではありませんが、車重が重くハイパワーな上に、RRレイアウトがこの車をチャレンジングなものとしています。スピンさせてスキール音を響かせましょう! |Setuptip=あまりアンダーステアに振る必要はありません。強いエンジンブレーキが主な問題なので、デフの減速側をしっかりと効かせることで、スロットルをオフにしたときにオーバーステアに陥りにくくなります。また、ブレーキ配分もフロント側にセッティングすることで、ブレーキング時の安定性が向上するでしょう。BF1と同じで、この車もまたトラクションコントロールを備えています。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:LRF]] [[hu:Autók:LRF]] d0fc5f1c2d4b2e05b9ed8df58410d89a29c9f888 車:LRFクラス 0 1553 2363 2017-03-18T22:19:33Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:LRFクラス]]」を「[[LRFクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接アクセ... wikitext text/x-wiki #転送 [[LRFクラス]] 2bfe54ee5646030860a92c3f650cee5c6bb29dd9 FWD GTRクラス 0 1526 2364 2282 2017-03-18T22:19:51Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:FWD GTRクラス]]」を「[[FWD GTRクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接... wikitext text/x-wiki 約300bhp/トンのFFレースカークラスです。 == XF GTR == {{Car |Longname=XF GTR |Shortname=XFR |Image=XFR.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター 直列4気筒 |kWPower=172 |bhpPower=230 |PowerRPM=7219 |NmTorque=260 |lbftTorque=192 |TorqueRPM=5125 |kgMass=840 |lbsMass=1851 |WRatio=204 |bhpRatio=279 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=70 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=皆さんのお待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、「パワーアンダーステア」というフレーズを教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。 |Setuptip=フロントタイヤのホイールスピンがこのクラスの車の主な悪い点です。サスペンションを柔らかく設定し、デフの加速側を出来るだけ効かせましょう。減速側は弱めに設定し、弱オーバーとなるようにセッティングしましょう。フロントホイールのトーはゼロのままにし、タイヤの空気圧は出来る限り下げましょう。一般的には空気圧を下げると、タイヤは発熱しやすくなりますが、発熱することでよりグリップしてホイールスピンを減らすため、結果としてタイヤの発熱はさほど大きくなりません。 }} == UF GTR == {{Car |Longname=UF GTR |Shortname=UFR |Image=UFR.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.4リッター 直列4気筒 |kWPower=134 |bhpPower=180 |PowerRPM=8227 |NmTorque=178 |lbftTorque=131 |TorqueRPM=5871 |kgMass=600 |lbsMass=1322 |WRatio=223 |bhpRatio=304 |WeightDistF=62.0 |WeightDistR=38.0 |Fuel=60 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=ライバルであるXF GTRに対してパワーが少ない分、こちらは車重が軽くなっています。曲がりくねったコースではXF GTRよりも速いですが、残念ながらストレートでは負けてしまいます。こちらもスムーズな運転が必要となります。この車に乗れば、「小さい車はつまらない」などと口にすることはなくなるでしょう。 |Setuptip=ほとんど同じですので、XF GTRのコツをご参照ください。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:FWD GTR]] [[hu:Autók:FWD GTR]] 5af6dfdb4088c24462a86d826576c4ec7d328300 車:FWD GTRクラス 0 1554 2365 2017-03-18T22:19:51Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:FWD GTRクラス]]」を「[[FWD GTRクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接... wikitext text/x-wiki #転送 [[FWD GTRクラス]] 565b69a975adebf2c12a7f7a5cae6a7771f19b2c RWD GTRクラス 0 1527 2366 2267 2017-03-18T22:20:08Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:RWD GTRクラス]]」を「[[RWD GTRクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接... wikitext text/x-wiki このクラスは日本のSuper GT(旧JGTC)のGT500クラスに似ています。パワーウェイトレシオは 約453bhp/トン となっています。 == FXO GTR == {{Car |Longname=FXO GTR |Shortname=FXR |Image=FXR.jpg |Drive=フロントエンジン 全輪駆動 点火カット付きシーケンシャルギアボックス |Engine=2.0リッター ターボ 水平対向4気筒 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=56.5 |WeightDistR=43.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずこのクラスを楽しみたい、という人にとっては素晴らしい車です。しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 |Setuptip=少しオーバーステアに設定する必要があります。フロントとリアのタイヤ温度を同じくらいに保つよう、リアにたくさんのトルクを伝えるようにしましょう。ターンインを楽にするために、デフはかなり軽めに設定しておくとよいでしょう。これはこの車の強みです。 }} == XR GTR == {{Car |Longname=XR GTR |Shortname=XRR |Image=XRR.jpg |Drive=フロントエンジン リアドライブ 点火カット付きシーケンシャルギアボックス |Engine=2.0リッター ターボ 直列4気筒 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=53.5 |WeightDistR=46.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。FXO GTRを朝食に食べてしまうほど速い車です。 |Setuptip=GTRクラスの車はアンダーステアに振る必要はありません。高速域で安定するよう、ダウンフォースを調整しましょう。全てのパワーを路面に伝えるために、デフは充分に硬くしておきましょう。リアは高め、フロントは少なめのタイヤ空気圧がおすすめです。 }} == FZ50 GTR == {{Car |Longname=FZ50 GTR |Shortname=FZR |Image=FZR.jpg |Drive=リアエンジン リアドライブ Hパターンギアボックス |Engine=3.6 litre flat 6 |kWPower=365 |bhpPower=490 |PowerRPM=8102 |NmTorque=503 |lbftTorque=371 |TorqueRPM=5246 |kgMass=1100 |lbsMass=2424 |WRatio=332 |bhpRatio=452 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。それに対しての答えとして、XR GTRと同様、スリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられた結果がこの車です。BF1とF08に次いでLFSで3番目に速い車です。 |Setuptip=ほとんど同じ内容ですので、XR GTRのコツをご参照ください。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Cars:RWD GTR]] [[hu:Autók:RWD GTR]] 80a0983164667a2f64e5235e56beea72467bc1e0 車:RWD GTRクラス 0 1555 2367 2017-03-18T22:20:08Z Skylinekakkoii 57 Skylinekakkoii がページ「[[車:RWD GTRクラス]]」を「[[RWD GTRクラス]]」に移動しました: カテゴリ機能があるので、タイトルでカテゴリ分けする必要性がないため。クラス名で検索した際に直接... wikitext text/x-wiki #転送 [[RWD GTRクラス]] 553b6eb1f54cd2c7afff2533824bdf4d1c75105b オートクロスエディタ 0 1455 2368 2320 2017-03-18T22:22:19Z Skylinekakkoii 57 Skylinekakkoii がページ「[[オートクロス]]」を「[[オートクロスエディタ]]」に移動しました wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] '''注意:''' オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に '''SHIFT+U''' を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、'''SPACEキー''' を押して '''edit''' をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。 スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。 また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトの設置 === オブジェクトの種類を選択し、'''Oキー''' を押すことで、オブジェクトを設置することができます。また '''「<」と「>」キー''' でオブジェクトの向きを変更できます。何も選択されていない状態で '''Mキー''' を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、'''OキーやMキー''' を押すと、1mグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。LFSには、赤と白のの縁石や傾斜コンクリート、広告バナー、動かすことのできる藁ベール、パイロン、左右のマーカーなどの多くのオブジェクトがあります。 そのうちいくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントの設置 === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] オートクロスにはフィニッシュラインと最低でも一つのチェックポイントが必要です。これによってコースとして定義することができ、またスプリットタイムを計測することができます。 '''Fキーか1,2,3キー''' を押すことで、フィニッシュラインやチェックポイントを設置します。オブジェクトの設置で行ったように、'''Mキー''' を押すことで幅や方向を調整することができます。 チェックポイントは走行中には見えません。コースを編集するときは、パイロンなどのオブジェクトを使って、ドライバーが必ずチェックポイント通過するようにして下さい。 '''WキーとEキー''' を使ってチェックポイントの幅を変更できます。 注意 : チェックポイントにおいて、方向は重要です。正しい方向でチェックポイントを通過するようにしなければ、タイムは計測されません。 チェックポイントは角括弧のような見た目になっています。"["の右側から左側へ車が通過するように設置して下さい。 === 制限区域とルートコントロール === "marshall"モードでは、マーシャルエリア(制限区域)とルートチェッカーを設置することができます。[[Image:Routechecker.png|thumb|ルートチェッカー]] マーシャルエリアは赤い円で表示されます。シングルプレイヤーモードでそこに進入すると、プレイヤーは45秒のペナルティを科されます。マルチプレイヤーモードの場合、プレイヤーは強制的に観戦モードにされます。 ルートチェッカーは緑の円で表示されます。全てのルートチェッカーはルートインデックス番号を持っており、選択時に画面上部右に表示されます。 車が正しい順序で通るよう、チェッカーを設置して下さい。間違った順序で通過すると、ペナルティを受けたり、強制的に観戦モードにされたりしてしまいます。 ルートインデックスは、ルートチェッカーが設置される際に自動的に生成されます。route indexボタンを押すことで、手動でルートインデックスを編集することができます。 === レースコントロールオブジェクト === "control"と呼ばれる専用のオブジェクトカテゴリがあります。このカテゴリではレースグリッドなどを変更することができます。 スターティンググリッドは最大 40個 のカスタムポジションを設置することで変更できます。ガレージやピットを他の場所へ移動したい場合は、新しいカスタムピットスタートポイントやピットストッポボックスを設置して下さい。 使用しようとしているレイアウトがスタートライトを使わない設定になっている場合、カスタムスタートライトを設置することができます。 === マーカー === 0.6Bから、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[カメラ視点#フリーカメラ|フリーカメラ]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + '''OまたはMキー''' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 7ba9d059eff6f4d2bc8829e0c48ca036efa3099c オートクロス 0 1556 2369 2017-03-18T22:22:19Z Skylinekakkoii 57 Skylinekakkoii がページ「[[オートクロス]]」を「[[オートクロスエディタ]]」に移動しました wikitext text/x-wiki #転送 [[オートクロスエディタ]] 7eddd515c6fae4376eb8e87f993c013743ae4089 メインページ 0 1 2370 2305 2017-03-18T22:22:46Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーンなレースをするために]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロスエディタ]] #*[[ムービー作成 チュートリアル]] #*[[3Dレンダリング チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #プログラミングとテクニカルガイド #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] eedf3bb5478b9882ecd8e6bd492f53c2a34e43ec 2395 2370 2017-03-20T13:19:11Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーンなレースをするために]] #*[[英語が得意でない方へ]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロスエディタ]] #*[[ムービー作成 チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #[[LFS プログラミング]] #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] fc6a3ab51ae2a1b4cd3a0886f27e45f2bd9629f1 2397 2395 2017-03-20T13:42:08Z Skylinekakkoii 57 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #[[ドライビングガイド]] #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーンなレースをするために]] #*[[初心者への注意]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロスエディタ]] #*[[ムービー作成 チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #[[LFS プログラミング]] #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 2eb0391fe8dfa059e34f0c105322245174fb435c サーキット 0 1415 2371 2266 2017-03-18T22:53:27Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] == S1 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #0066CC; color:#FFF;" |'''S1 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br />Blackwood]]||[[Blackwood#GP Track|GP Track]]||BL1||3.297 km (2.048 mi)||40 |- |[[Blackwood#Historic|Historic]]||BL2||3.294 km (2.047 mi)||40 |- |[[Blackwood#Rallycross|Rallycross]]||BL3||1.838 km (1.142 mi)||40 |- |[[Blackwood#Car_Park|Car Park]]||BL4||N/A||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br />South City]]||[[South City#Classic|Classic]]||SO1||2.033 km (1.263 mi)||30 |- |[[South City#Sprint_Track_1|Sprint Track 1]]||SO2||2.048 km (1.273 mi)||16 |- |[[South City#Sprint_Track_2|Sprint Track 2]]||SO3||1.334 km (0.829 mi)||16 |- |[[South City#City_Long|City Long]]||SO4||4.029 km (2.504 mi)||32 |- |[[South City#Town_Course|Town Course]]||SO5||3.146 km (1.955 mi)||32 |- |[[South City#Chicane_Route|Chicane Route]]||SO6||2.917 km (1.813 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="6"|[[Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br />Fern Bay]]||[[Fern Bay#Club|Club]]||FE1||1.584 km (0.984 mi)||32 |- |[[Fern Bay#Green|Green]]||FE2||3.086 km (1.918 mi)||32 |- |[[Fern Bay#Gold|Gold]]||FE3||3.514 km (2.183 mi)||32 |- |[[Fern Bay#Black|Black]]||FE4||6.559 km (4.076 mi)||32 |- |[[Fern Bay#Rallycross|Rallycross]]||FE5||2.018 km (1.254 mi)||32 |- |[[Fern Bay#Rallycross_Green|Rallycross Green]]||FE6||0.745 km (0.463 mi)||24 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="4"|[[Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br />Autocross]]||[[Autocross#Autocross|Autocross]]||AU1||N/A||16 |- |[[Autocross#Skid_Pad|Skid Pad]]||AU2||N/A||16 |- |[[Autocross#Drag_Strip|Drag Strip]]||AU3||0.402 km (0.250 mi)||2 |- |[[Autocross#8_Lane_Drag|Eight Lane Drag]]||AU4||0.402 km (0.250 mi)||8 |} *'''Blackwood''' - イギリスの田舎に存在するという設定の、長いバックストレートが特徴的なサーキットです。Demoバージョンで使用可能な唯一のコースです。2つのオンロードと1つのラリークロス設定、またそれぞれに逆走の設定があります。また、オートクロス向けに長方形の駐車場を持っています。ライセンス登録したユーザーは、オープン設定を使用することで工業団地エリアにアクセス可能となっています。 *'''South City''' - 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。6つの設定と逆走設定があります。 *'''Fern Bay''' - Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 *'''Test Area''' - 以下のコースを含む、サーキットではない環境のグループです: **'''Autocross''' - 広くて平らなL型の駐車場です。カスタムコースレイアウト向けに、マーカーオブジェクトを置くことができます。 **'''Skid Pad''' - 円状の旋回テスト場です。主に車のコーナリング性能をテストするのに使われます。 **'''Drag Strip''' - 8レーンある400mのドラッグレースコースです。 == S2 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #FFCC00; color:#000;" |'''S2 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="3"|[[Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br />Kyoto Ring]]||[[Kyoto Ring#Oval|Oval]]||KY1||2.980 km (1.852 mi)||32 |- |[[Kyoto Ring#National|National]]||KY2||5.138 km (3.193 mi)||32 |- |[[Kyoto Ring#GP_Long|GP Long]]||KY3||7.377 km (4.584 mi)||32 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="5" | [[Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br />Westhill]]||[[Westhill#National|National]]||WE1||4.396 km (2.732 mi)||40 |- |[[Westhill#International|International]]||WE2||5.750 km (3.573 mi)||40 |- |[[Westhill#Car_Park|Car Park]]||WE3||N/A||40 |- |[[Westhill#Karting|Karting]]||WE4||0.483 km (0.300 mi)||40 |- |[[Westhill#Karting_National|Karting National]]||WE5||1.316 km (0.818 mi)||40 |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="7"|[[Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br />Aston]]||[[Aston#Cadet|Cadet]]||AS1||1.870 km (1.162 mi)||32 |- |[[Aston#Club|Club]]||AS2||3.077 km (1.912 mi)||32 |- |[[Aston#National|National]]||AS3||5.602 km (3.481 mi)||32 |- |[[Aston#Historic|Historic]]||AS4||8.089 km (5.026 mi)||32 |- |[[Aston#Grand_Prix|Grand Prix]]||AS5||8.802 km (5.469 mi)||32 |- |[[Aston#Grand_Touring|Grand Touring]]||AS6||8.002 km (4.972 mi)||32 |- |[[Aston#North|North]]||AS7||5.168 km (3.211 mi)||32 |} *'''Kyoto Ring''' - 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。 *'''Westhill''' - このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 *'''Aston''' - Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == S3 サーキット == {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="500" ! colspan="5" style="background-color: #DA0000; color:#FFF;" |'''S3 コース''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | サーキット ! style="border: 1px solid #000000;" | コース ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | コース長 ! style="border: 1px solid #000000;" | グリッドサイズ |- | style="border: 1px solid #000000; background-color: #DFDFDF; text-align: center;" rowspan="11"|[[Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br />Rockingham]] |[[Rockingham#ISSC|ISSC]]||RO1||3.097 km (1.924 mi)||40 |- |[[Rockingham#National|National]]||RO2||2.697 km (1.676 mi)||40 |- |[[Rockingham#Oval|Oval]]||RO3||2.363 km (1.468 mi)||40 |- |[[Rockingham#ISSC_Long|ISSC Long]]||RO4||3.253 km (2.021 mi)||40 |- |[[Rockingham#Lake|Lake]]||RO5||1.046 km (0.650 mi)||40 |- |[[Rockingham#Handling|Handling]]||RO6||1.559 km (0.969 mi)||40 |- |[[Rockingham#International|International]]||RO7||3.874 km (2.407 mi)||40 |- |[[Rockingham#Historic|Historic]]||RO8||3.565 km (2.215 mi)||40 |- |[[Rockingham#Historic_Short|Historic Short]]||RO9||2.197 km (1.365 mi)||40 |- |[[Rockingham#International_Long|International Long]]||RO10||4.056 km (2.521 mi)||40 |- |[[Rockingham#Sportscar|Sportscar]]||RO11||2.693 km (1.674 mi)||40 |- |} *'''Rockingham''' - [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 {{サーキット}} <!-- カテゴリ --> [[Category:サーキット]] <!-- 他言語へのリンク --> [[cs:Tratě]] [[de:Strecken]] [[en:Tracks]] [[es:Circuitos]] [[fi:Radat]] [[hu:Pályák]] [[fr:Pistes]] [[it:Piste]] [[pl:Trasy]] [[ru:Tracks]] fb40264d9a48f6d68f2983910fcbc11c89537a79 テンプレート:サーキット 10 1481 2372 2139 2017-03-18T22:57:27Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki <br clear="all"/> {| width="400" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[サーキット|LFSのサーキット一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:サーキット|v]]</div></div> |- ! style="background-color: #0062C6; color: #FFF;" width="200" | S1 ! style="background-color: #F0E000; color: #000;" width="200" | S2 ! style="background-color: #DA0000; color: #FFF;" width="200" | S3 |- | style="vertical-align: top;" | * [[Blackwood|Blackwood]] * [[South City|South City]] * [[Fern Bay|Fern Bay]] * [[Autocross|Autocross]] | style="vertical-align: top;" | * [[Kyoto Ring|Kyoto Ring]] * [[Westhill|Westhill]] * [[Aston|Aston]] | style="vertical-align: top;" | * [[Rockingham|Rockingham]] |}<noinclude> [[Category:ナビボックステンプレート]]</noinclude> 462cfeccffce28df0c081edfe79be99b30fa0079 車種 0 1414 2373 2265 2017-03-18T23:01:06Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki == 概要 == LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています。 === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[シングルシーター#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[TBOクラス#XR_GT_Turbo|XR GT Turbo]]||XRT||FRクーペ||RWD||2.0L ターボ 直列4気筒||184 kW (247 hp)||1223 kg (2696 lb) |- |[[TBOクラス#RB4_GT|RB4 GT]]||RB4||4WDクーペ||AWD||2.0L ターボ 直列4気筒||181 kW (243 hp)||1210 kg (2667 lb) |- |[[TBOクラス#FXO_Turbo|FXO Turbo]]||FXO||FFクーペ||FWD||1.9L ターボ 水平対向4気筒||175 kW (234 hp)||1136 kg (2504 lb) |- |[[クラスなし#LX4|LX4]]||LX4||FRロードスター||RWD||1.3L 直列4気筒||105 kW (140 hp)||499 kg (1101 lb) |- |[[LRFクラス#LX6|LX6]]||LX6||FRロードスター||RWD||1.8L 直列6気筒||142 kW (190 hp)||539 kg (1188 lb) |- |[[シングルシーター#MRT5|MRT5]]||MRT||MRシングルシーター||RWD||600cc ターボ 直列4気筒||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (メモ: 日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 '''メモ:''' '''TBO''' というクラス名は、様々なリーグなどでよく使われているので、覚えておくとよいでしょう。このクラスはRB4,FXOとXRTの3台のみを含んでいます。 === S2 === [[image:Cars.jpg|thumb|GTRクラスの車]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[クラスなし#UF_1000|UF 1000]]||UF1||FFハッチバック||FWD||1.0L 直列4気筒||41 kW (55 hp)||600 kg (1322 lb) |- |[[LRFクラス#RaceAbout|RaceAbout]]||RAC||MRコンバーチブル||RWD||2.0L ターボ 直列4気筒||183 kW (245 hp)||800 kg (1763 lb) |- |[[LRFクラス#FZ50|FZ50]]||FZ5||RRクーペ||RWD||3.6L 水平対向6気筒||269 kW (360 hp)||1380 kg (3042 lb) |- |[[FWD_GTRクラス#XF_GTR|XF GTR]]||XFR||FFレースカー||FWD||2.0L 直列4気筒||172 kW(230 hp)||840 kg (1851 lb) |- |[[FWD_GTRクラス#UF_GTR|UF GTR]]||UFR||FFレースカー||FWD||1.4L 直列4気筒||134 kW (180 hp)||600 kg (1322 lb) |- |[[シングルシーター#Formula_XR|Formula XR]]||FOX||MRフォーミュラ||RWD||2.0L 直列4気筒||142 kW (190 hp)||490 kg (1079 lb) |- |[[シングルシーター#Formula_V8|Formula V8]]||FO8||MRフォーミュラ||RWD||3.0L V型8気筒||335 kW (450 hp)||600 kg (1323 lb) |- |[[シングルシーター#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MRフォーミュラ||RWD||2.4L V型8気筒||537 kW (720 hp)||530 kg (1169 lb) |- |[[RWD_GTRクラス#FXO_GTR|FXO GTR]]||FXR||4WDレースカー||AWD||2.0L ターボ 水平対向4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[RWD_GTRクラス#XR_GTR|XR GTR]]||XRR||FRレースカー||RWD||2.0L ターボ 直列4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[RWD_GTRクラス#FZ50_GTR|FZ50 GTR]]||FZR||RRレースカー||RWD||3.6L 水平対向6気筒||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、ダイハツ トレビスやクラッシックMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout'02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - Formula Renault 2000 に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Lola Formula 3000 に似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - 2006年のBMW Sauber の Formula One 参戦マシンの BMW Sauber F1.06 *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 80%; text-align: center; width: 800px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! width="75px" | クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[TBOクラス|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[LRFクラス|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[FWD GTRクラス|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[RWD_GTRクラス|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[シングルシーター|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 [[FRクラス#XF_GTI|XFG]], [[FRクラス#XR_GT|XRG]], [[TBOクラス#XR_GT_Turbo|XRT]], [[TBOクラス#RB4_GT|RB4]], [[TBOクラス#FXO_Turbo|FXO]], [[クラスなし#LX4|LX4]], [[LRFクラス#LX6|LX6]], [[LRFクラス#RaceAbout|RAC]], [[クラスなし#UF_1000|UF1]], [[FWD_GTRクラス#UF_GTR|UFR]], [[FWD_GTRクラス#XF_GTR|XFR]], [[LRFクラス#FZ50|FZ5]] '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 [[RWD_GTRクラス#XR_GTR|XRR]], [[RWD_GTRクラス#FXO_GTR|FXR]], [[RWD_GTRクラス#FZ50_GTR|FZR]] '''450°''' この3車種のロック to ロックは1.25回転となっています。 [[シングルシーター#Formula_BMW|FBM]], [[シングルシーター#Formula_XR|FOX]], [[シングルシーター#Formula_V8|FO8]] '''400°''' [[シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 [[シングルシーター#MRT5|MRT5]] {{車}} [[Category:車]] <!-- 他言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 6102482f43907506ad5c12a54401d62b80fd156d 2375 2373 2017-03-18T23:09:14Z Skylinekakkoii 57 略称修正 wikitext text/x-wiki == 概要 == LFSにはたくさんの車が収録されています。これらはいくつかのクラス分けがなされており、公正で楽しいレースを可能にしています。 === Demo === [[image:DemoCars.jpg|thumb|XFGとXRG]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #228B22; color:#FFFFFF;" |'''Demo 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[FRクラス#XF_GTI|XF GTI]]||XFG||FFハッチバック||FWD||1.3L 直列4気筒||86 kW (115 hp)||942 kg (2076 lb) |- |[[FRクラス#XR_GT|XR GT]]||XRG||FRクーペ||RWD||1.8L 直列4気筒||104 kW (140 hp)||1150 kg (2536 lb) |- |[[シングルシーター#Formula_BMW|Formula BMW]]||FBM||MRフォーミュラカー||RWD||1.2L 直列4気筒||105 kW (140 hp)||465 kg (1024 lb) |} *'''XF GTI''' (XFG) - FFのハッチバックで、プジョーの106やシトロエンAX GTiなどのスポーティーハッチバックと似ています。 *'''XR GT''' (XRG) - FRのクーペで、三菱のスタリオン、ポルシェ944、またはマツダのRX-7(FC)と似ています。 *'''Formula BMW''' (FBM) - [http://www.bmw-motorsport.com/en/cars/formula-bmw-fb02.html Formula BMW FB02] 実在するフォーミュラーカーです。 === S1 === [[image:DragPictureS1.jpg|thumb|S1の車でのドラッグレース]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #0066CC; color:#FFFFFF;" |'''S1 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[TBOクラス#XR_GT_Turbo|XR GT Turbo]]||XRT||FRクーペ||RWD||2.0L ターボ 直列4気筒||184 kW (247 hp)||1223 kg (2696 lb) |- |[[TBOクラス#RB4_GT|RB4 GT]]||RB4||4WDクーペ||AWD||2.0L ターボ 直列4気筒||181 kW (243 hp)||1210 kg (2667 lb) |- |[[TBOクラス#FXO_Turbo|FXO Turbo]]||FXO||FFクーペ||FWD||1.9L ターボ 水平対向4気筒||175 kW (234 hp)||1136 kg (2504 lb) |- |[[クラスなし#LX4|LX4]]||LX4||FRロードスター||RWD||1.3L 直列4気筒||105 kW (140 hp)||499 kg (1101 lb) |- |[[LRFクラス#LX6|LX6]]||LX6||FRロードスター||RWD||1.8L 直列6気筒||142 kW (190 hp)||539 kg (1188 lb) |- |[[シングルシーター#MRT5|MRT5]]||MRT||MRシングルシーター||RWD||600cc ターボ 直列4気筒||48 kW (64 hp)||221 kg (486 lb) |} *'''XR GT Turbo''' (XRT) - XR GTによりパワーのあるエンジンとターボチャージャをプラスしたクルマです。 *'''RB4 GT''' (RB4) - フロントエンジンのAWDクーペで、トヨタ スープラやセリカGT-FOURに似ています。 *'''FXO Turbo''' (FXO) - FFのクーペで、ヴォクスホール/オペル アストラGクーペ や 米シビック クーペと似ています (メモ: 日本ではインテR風のスキンが多数) *'''LX4''' - FRのオープンカーでスーパーセブンにとても似ています *'''LX6''' - LX4のパワーをあげ、軽くしたクルマです。 *'''MRT5''' (MRT) - 小さなオープンホイールのレースカーですが、カートよりは大きいです。Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。 '''メモ:''' '''TBO''' というクラス名は、様々なリーグなどでよく使われているので、覚えておくとよいでしょう。このクラスはRB4,FXOとXRTの3台のみを含んでいます。 === S2 === [[image:Cars.jpg|thumb|GTRクラスの車]] {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="7" style="background-color: #FFCC00; color:#FFFFFF;" |'''S2 車両''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | 車名 ! style="border: 1px solid #000000;" | 略称 ! style="border: 1px solid #000000;" | レイアウト ! style="border: 1px solid #000000;" | 駆動方式 ! style="border: 1px solid #000000;" | エンジン ! style="border: 1px solid #000000;" | 出力 ! style="border: 1px solid #000000;" | 車両重量 |- |[[クラスなし#UF_1000|UF 1000]]||UF1||FFハッチバック||FWD||1.0L 直列4気筒||41 kW (55 hp)||600 kg (1322 lb) |- |[[LRFクラス#RaceAbout|RaceAbout]]||RAC||MRコンバーチブル||RWD||2.0L ターボ 直列4気筒||183 kW (245 hp)||800 kg (1763 lb) |- |[[LRFクラス#FZ50|FZ50]]||FZ5||RRクーペ||RWD||3.6L 水平対向6気筒||269 kW (360 hp)||1380 kg (3042 lb) |- |[[FWD_GTRクラス#XF_GTR|XF GTR]]||XFR||FFレースカー||FWD||2.0L 直列4気筒||172 kW(230 hp)||840 kg (1851 lb) |- |[[FWD_GTRクラス#UF_GTR|UF GTR]]||UFR||FFレースカー||FWD||1.4L 直列4気筒||134 kW (180 hp)||600 kg (1322 lb) |- |[[シングルシーター#Formula_XR|Formula XR]]||FOX||MRフォーミュラ||RWD||2.0L 直列4気筒||142 kW (190 hp)||490 kg (1079 lb) |- |[[シングルシーター#Formula_V8|Formula V8]]||FO8||MRフォーミュラ||RWD||3.0L V型8気筒||335 kW (450 hp)||600 kg (1323 lb) |- |[[シングルシーター#BMW_Sauber_F1 (Formula One)|BMW Sauber F1]]||BF1||MRフォーミュラ||RWD||2.4L V型8気筒||537 kW (720 hp)||530 kg (1169 lb) |- |[[RWD_GTRクラス#FXO_GTR|FXO GTR]]||FXR||4WDレースカー||AWD||2.0L ターボ 水平対向4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[RWD_GTRクラス#XR_GTR|XR GTR]]||XRR||FRレースカー||RWD||2.0L ターボ 直列4気筒||365 kW (490 hp)||1100 kg (2425 lb) |- |[[RWD_GTRクラス#FZ50_GTR|FZ50 GTR]]||FZR||RRレースカー||RWD||3.6L 水平対向6気筒||365 kW (490 hp)||1100 kg (2424 lb) |} *'''UF 1000''' (UF1) - コンパクトなFF車で、ダイハツ トレビスやクラッシックMINIに似ています *'''Raceabout''' (RAC) - オープンカーのMR車で、Finnish Universityの学生により製造されたRaceAbout'02という実車に基づいてます *'''FZ50''' (FZ5) - RRのスポーツカーで、ポルシェ911に似ています *'''XF GTR''' (XFR) - 軽量で、ハイパワー、スリックタイヤを履いたXF GTIのレースカーバージョンです *'''UF GTR''' (UFR) - UF 1000のハイパワーバージョンで、ワイドフェンダーとスリックタイヤを装着しています *'''Formula XR''' (FOX) - Formula Renault 2000 に似た小さなオープンホイールのフォーミュラカー *'''Formula V8''' (FO8) - Lola Formula 3000 に似たオープンホイールのフォーミュラカー *'''BMW Sauber''' (BF1) - 2006年のBMW Sauber の Formula One 参戦マシンの BMW Sauber F1.06 *'''FXO GTR''' (FXR) - FXOのAWDレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''XR GTR''' (XRR) - XR GT Turboの軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています *'''FZ50 GTR''' (FZR) - FZ50の軽量なレースカーバージョン GTウィングを持ち、GT500のレースカーに似ています == クラス == {| class="wikitable" style="font-size: 80%; text-align: center; width: 800px" |+車のクラス分け ! ! colspan="20" |'''車''' |- ! width="75px" | クラス ! XFG ! XRG ! XRT ! RB4 ! FXO ! LX6 ! RAC ! FZ5 ! XFR ! UFR ! FXR ! XRR ! FZR ! MRT ! FOX ! FO8 ! FBM ! BF1 ! UF1 ! LX4 |- ! [[FRクラス|FR]] | colspan="2" bgcolor="lightgreen" | | colspan="18" | |- ! [[TBOクラス|TBO]] | colspan="2" | | colspan="3" bgcolor="lightgreen" | | colspan="15" | |- ! [[LRFクラス|LRF]] | colspan="5" | | colspan="3" bgcolor="lightgreen" | | colspan="12" | |- ! [[FWD GTRクラス|FWD GTR]] | colspan="8" | | colspan="2" bgcolor="lightgreen" | | colspan="10" | |- ! [[RWD_GTRクラス|GTR]] | colspan="10" | | colspan="3" bgcolor="lightgreen" | | colspan="7" | |- ! [[シングルシーター|<abbr title="シングルシーター">S-S</abbr>]] | colspan="13" | | colspan="5" bgcolor="lightgreen" | | colspan="2" | |- ! [[クラスなし|クラスなし]] | colspan="18" | | colspan="2" bgcolor="lightgreen" | |} == 各車種のステアリングロック角度 == '''720°''' これらの車は720度です。 [[FRクラス#XF_GTI|XFG]], [[FRクラス#XR_GT|XRG]], [[TBOクラス#XR_GT_Turbo|XRT]], [[TBOクラス#RB4_GT|RB4]], [[TBOクラス#FXO_Turbo|FXO]], [[クラスなし#LX4|LX4]], [[LRFクラス#LX6|LX6]], [[LRFクラス#RaceAbout|RAC]], [[クラスなし#UF_1000|UF1]], [[FWD_GTRクラス#UF_GTR|UFR]], [[FWD_GTRクラス#XF_GTR|XFR]], [[LRFクラス#FZ50|FZ5]] '''540°''' これらの車のロック to ロックはちょうど1.5回転に減らされています。 [[RWD_GTRクラス#XR_GTR|XRR]], [[RWD_GTRクラス#FXO_GTR|FXR]], [[RWD_GTRクラス#FZ50_GTR|FZR]] '''450°''' この3車種のロック to ロックは1.25回転となっています。 [[シングルシーター#Formula_BMW|FBM]], [[シングルシーター#Formula_XR|FOX]], [[シングルシーター#Formula_V8|FO8]] '''400°''' [[シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] は400度に設定されています。 '''270°''' この車は唯一、1回転未満の0.75回転です。 [[シングルシーター#MRT5|MRT]] {{車}} [[Category:車]] <!-- 他言語へのリンク --> [[cs:Auta]] [[de:Wagen]] [[en:Cars]] [[hu:Autók]] [[ru:Auto]] 164b6aadd8c933c143692aa57a915214dc1123e3 テンプレート:車 10 1486 2374 2226 2017-03-18T23:02:51Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki <br clear="all"/> {| align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[車種|Live for Speed の車種一覧]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:車|v]]</div></div> |- ! style="background-color: #EEEEEE;" | [[FRクラス|FRクラス]] ! style="background-color: #EEEEEE;" | [[TBOクラス|TBOクラス]] ! style="background-color: #EEEEEE;" | [[LRFクラス|LRFクラス]] ! style="background-color: #EEEEEE;" | [[クラスなし|クラスなし]] |- | style="vertical-align: top;" | <small>[[FRクラス#XF_GTI|XF GTI]] | [[FRクラス#XR_GT|XR GT]]</small> | style="vertical-align: top;" | <small>[[TBOクラス#XR_GT_Turbo|XR GT Turbo]] | [[TBOクラス#RB4_GT|RB4 GT]] | [[TBOクラス#FXO_Turbo|FXO Turbo]]</small> | style="vertical-align: top;" | <small>[[LRFクラス#LX6|LX6]] | [[LRFクラス#RaceAbout|RaceAbout]] | [[LRFクラス#FZ50|FZ50]]</small> | style="vertical-align: top;" | <small>[[クラスなし#LX4|LX4]] | [[クラスなし#UF 1000|UF 1000]] | [[クラスなし#Volkswagen Scirocco|Volkswagen Scirocco]]</small> |- ! style="background-color: #EEEEEE;" | [[FWD GTRクラス|FWD GTRクラス]] ! style="background-color: #EEEEEE;" | [[RWD GTRクラス|GTRクラス]] ! style="background-color: #EEEEEE;" colspan="2" | [[シングルシーター|シングルシーター]] |- | style="vertical-align: top;" | <small>[[FWD GTRクラス#XF GTR|XF GTR]] | [[FWD GTRクラス#UF GTR|UF GTR]]</small> | style="vertical-align: top;" | <small>[[RWD GTRクラス#FXO GTR|FXO GTR]] | [[RWD GTRクラス#XR GTR|XR GTR]] | [[RWD GTRクラス#FZ50 GTR|FZ50 GTR]]</small> | style="vertical-align: top;" | <small>[[シングルシーター#MRT5|MRT5]] | [[シングルシーター#Formula BMW|Formula BMW]] | [[シングルシーター#Formula XR|Formula XR]] | [[シングルシーター#Formula V8|Formula V8]] | [[シングルシーター#BMW Sauber F1 (Formula One)|BMW Sauber F1]]</small> |}<noinclude> [[Category:ナビボックステンプレート]]</noinclude> c4ad6e3b22248f17071fc3b6183eab64188590f5 はじめに 0 1410 2376 2261 2017-03-18T23:16:24Z Skylinekakkoii 57 /* コントローラ */ wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 また、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 すでにLFSをプレイしているプレイヤーは、インストールやセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 「HE-TDUK」(使用中のスキンの名前) と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は[[スキン作成 チュートリアル]]で説明されています。 すべてを入力し終わったら『Next』をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 「Wheel/Joystick」をクリックして、ボタンとホイールの軸に機能を割り当てます。 ステアリングから始めましょう。中段あたりの「Axes/FF」の中から最初の項目「Steer」クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の「○○axes」のボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら「Invert」をクリックして修正してください。 その他詳しい説明は [[オプション#Controls|オプション]] を参照して下さい。もし間違った設定をしても、後から変更できるので安心してください。 全てのセッティングが終了したら「Next」をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は「Single play」を選んで「GO」をクリックします。 コースと車を選択すると、すぐに走り出すことができます! あなたが最初の数ラップで、サンドトラップに突っ込み動けない状態になったとき(最初これは誰にでも起こります)は、Escキーを押しましょう。 メニューが現れ、ガレージに戻ったり、ゲームを終了することができます。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 有料ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 他言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] 83d3228c0ef438e825ca4bd323a078577cc2239a 2377 2376 2017-03-18T23:17:19Z Skylinekakkoii 57 /* はじめかた */ wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 また、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 すでにLFSをプレイしているプレイヤーは、インストールやセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[ドライビング・ガイド]]や[[応用セッティング・ガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 「HE-TDUK」(使用中のスキンの名前) と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は [[スキン作成 チュートリアル]] で説明されています。 すべてを入力し終わったら「Next」をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 「Wheel/Joystick」をクリックして、ボタンとホイールの軸に機能を割り当てます。 ステアリングから始めましょう。中段あたりの「Axes/FF」の中から最初の項目「Steer」クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の「○○axes」のボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら「Invert」をクリックして修正してください。 その他詳しい説明は [[オプション#Controls|オプション]] を参照して下さい。もし間違った設定をしても、後から変更できるので安心してください。 全てのセッティングが終了したら「Next」をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は「Single play」を選んで「GO」をクリックします。 コースと車を選択すると、すぐに走り出すことができます! あなたが最初の数ラップで、サンドトラップに突っ込み動けない状態になったとき(最初これは誰にでも起こります)は、Escキーを押しましょう。 メニューが現れ、ガレージに戻ったり、ゲームを終了することができます。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 有料ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 他言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] 675ead8bb3b3f9c910f2a61733b03719b0d9913e 2381 2377 2017-03-19T02:17:11Z Skylinekakkoii 57 /* ようこそ */ リンク修正 wikitext text/x-wiki == ようこそ == [[image:Intro.jpg|thumb|Live for Speed]] Live for Speedへようこそ! LFSはリアルなオンラインレースシミュレーションソフトです。 また、Scawen Roberts、Eric Bailey、そしてVictor van Vlaardingenによって製作されています。 このマニュアルは、LFSを始めたばかりの方、また、S1/S2/S3バージョンを使用している方にも、 ゲームをセットアップする上で役に立つでしょう。 また、いろいろな[[車種]]のドライビングをマスターするのにも役立つでしょう。 すでにLFSをプレイしているプレイヤーは、インストールやセットアップなど、いくつかの章をスキップしたいと思われるかもしれませんが、[[基本ドライビングガイド]]や[[基本セットアップガイド]]は、あなたのドライビングスキルと、レースに勝利するために一度読まれることをお勧めします。 前置きはこれぐらいにして、それでは始めましょう! ''Ladies and Gentlemen, start your engines!'' == LFSについて == LFSは本格的なレーシングシミュレーターです。 アーケードモードは無く、ステアリングアシストもついていないので、実際の車のような感覚で運転しなければなりません。 従って、ステアリングコントローラでプレイするとことを強くお勧めします。 キーボードやマウスでもプレイ可能ですが、ステアリング・コントローラは実車の操作に近く、本格的なレースシミュレーターをプレイするなら使うべきでしょう。 特にオンラインでは、素早い操作が必要です。 LFSではシングルプレーヤーモードでAIを相手に一人でレースをすることができます。 しかし、本当の楽しみはオンラインでのマルチプレイにあることに気づくでしょう。 世界中の人々とのレースは最高のものです。LFSなら簡単に出来るでしょう。オンラインにはたくさんのレースリーグが存在していて、競争相手には困りません。 リアルなレースのスリルと楽しみを実現するには、非常に優れた物理計算が必要です。 これは、レースにとって重要である全ての運動をシミュレーションすることになります。 LFSはシミュレーション技術は、すでにかなりの精度で実現されており、高い評価を得ています。 これは、広範囲にわたるセットアップ、燃料消費、タイヤの磨耗、多くの異なる路面のタイプ、魅力的なレース環境、異なるクラスの車種など、多くの面でカバーされています。 これらは、コース上を走ることによって確認できるでしょう。 また、LFSではピットストップの計画もシビアに行う必要があります。 あなたの車がコースでどれくらいの燃料を使うか、そして、あなたのドライビングスタイルで、タイヤがどのように磨耗するかを見つけてください。 実際のレースで考えなければならない全ての要素は、LFSでも同じように考える必要があります。 == はじめかた == [[image:Firsten.jpg|thumb|スタート画面]] インストールと、最新パッチのインストールが終わると、すぐにLive for Speedを始める事ができます。 イントロの直後に、基本的な情報の入力画面が表示されます。 ここで、名前やナンバープレート、速さと圧力の単位、言語、右ハンドルか左ハンドルかを指定します。 また、右側のドライバーの下の矢印をクリックしてモデルを変えることができます。 ヘルメットの色(スキン)は選択することできます。 「HE-TDUK」(使用中のスキンの名前) と表示されているボタンをクリックすることによって、これらを選ぶことができます。 オリジナルスキンの作り方は [[スキン作成 チュートリアル]] で説明されています。 すべてを入力し終わったら「Next」をクリックして下さい。 次の画面で、あなたの最初の車(XF GTI)が表示されています。 右上にある色のついたボタンで単色のボディーカラー、文字が書いてあるボタンでスキンを変更できます。 ボディーとホイールの色をを自由にカスタマイズするには、画面左にある「New」をクリックして新しい名前を入力し、セッティング項目の「Car color」で変更できます。 その下の項目でドライバーや燃料などの積載状態を変更して、それを反映表示できます。矢印キーを押すと、車を回転させることができます。 全てのセッティングが終了したら「Next」をクリックして下さい。 == コントローラ == [[image:First2en.jpg|thumb|コントローラの設定]] ここでは、コントローラーの設定をします。 デフォルトではマウスになっています。よろしければ「Next」をクリックして下さい。 Live for Speedをプレイするには、フォースフィードバック対応のコントローラを推奨します。もし手元にあるならば、今すぐ設定しましょう。 少しの設定で快適にプレイできます! 「Wheel/Joystick」をクリックして、ボタンとホイールの軸に機能を割り当てます。 ステアリングから始めましょう。中段あたりの「Axes/FF」の中から最初の項目「Steer」クリックして下さい。あなたがホイールを回すと、左側のバーのうちの1本が動いているはずです。その状態でバーの横の「○○axes」のボタンをクリックしてください。 つぎに、アクセルとブレーキも同じ方法で割り当てます。もしアクセルまたはブレーキが逆方向になっていたら「Invert」をクリックして修正してください。 その他詳しい説明は [[オプション#Controls|オプション]] を参照して下さい。もし間違った設定をしても、後から変更できるので安心してください。 全てのセッティングが終了したら「Next」をクリックして下さい。 しばらくするとメインメニューが表示されます。メインメニューでは、ゲームモードやリプレイ、オプションを選べます。 Live for Speed の全ての機能を使用するにはアンロックする必要があります。もし今すぐ走りたい場合は「Single play」を選んで「GO」をクリックします。 コースと車を選択すると、すぐに走り出すことができます! あなたが最初の数ラップで、サンドトラップに突っ込み動けない状態になったとき(最初これは誰にでも起こります)は、Escキーを押しましょう。 メニューが現れ、ガレージに戻ったり、ゲームを終了することができます。 == アンロック == [[image:Main.jpg|thumb|ようこそ Live for Speed へ!]] LFSをアンロックするには、公式のウェブサイト http://www.lfs.net/ に登録する必要があります。 スタートページの上部右の'Create A New Account'をクリックして下さい、そして、ユーザ名、Eメールアドレス、および国籍などの情報を入力してください。 パスワードは確認のため二度入力して下さい。 パスワードは慎重に選ぶべきです。 もしVoucherコードを持っているのであれば、入力することでアカウントにいくらかのクレジットがチャージされます。 'Submit'をクリックすれば、先程入力したEメールアドレスに、アカウント検証のリンクが書いてあるメールが送られてくるでしょう。 このリンクをクリックした後に、あなたのアカウントが作成されます、そして、自動的にログインされるでしょう。 '''注意:''' http://www.lfs.net/forum/ (公式フォーラム)と http://www.lfsworld.net/ (LFS-Worldオンライン統計)、また、このWikiでは、同じユーザ名とWebパスワードでログインできます。 登録後、他のプレイヤーに送るVoucherコード、または自分のライセンスを買うことができます。支払い手段は数通り用意されています。 有料ライセンスが必要でなければ、これであなたはLive for Speedをアンロックする準備ができました!あとはLFSでユーザーネームとゲームパスワードを入力するだけです。 ようこそ Live for Speed へ! これであなたはマルチプレイ機能を使用することが出来ます。 ライセンスを購入した方は、ライセンスに応じて車やトラックが追加されています! '''注意:''' LFSをアンロックするには、インターネットに接続する必要があります。接続速度はあまり重要ではありません。一度アンロックすれば、ライセンスに応じた機能がオフラインでも使用できます。あなたは最高3回までアンロック出来ます。これは、2台のコンピュータをアンロックするための枠と、1つのスペア枠です。その後、毎月あなたはもう一つのスペアを受けます(最高2個)。もしのWindowsを再インストールや、アップグレードした際にも、いつでもまたLive for Speedをアンロックすることができます。 <!-- 他言語へのリンク --> [[cs:Úvod]] [[de:Einleitung]] [[en:Introduction]] [[es:Introducción]] [[fr:Introduction]] [[hr:Uvod]] [[it:Introduzione]] [[ja:はじめに]] [[hu:Bevezetés]] [[nl:Introductie]] [[pl:Wprowadzenie]] [[pt:Introdução]] [[fi:Esittely]] 3d1b690f4a724a7bc2437cb191528d2fc1cc38bc テンプレート:サーキットリスト 10 1538 2378 2314 2017-03-18T23:21:59Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki {| class="wikitable" style="font-size: 85%" ! サーキット ! 略称 ! コース ! 逆走 |- ! rowspan="4" | [[Blackwood|<span style="font-size: 20px; font-weight:bold;">BL</span><br />Blackwood]] ! BL1 | GP | BL1R |- ! BL2 | Historic | BL2R |- ! BL3 | Rallycross | BL3R |- ! BL4 | Car Park | {{N/A}} |- ! rowspan="6" | [[South City|<span style="font-size: 20px; font-weight:bold;">SO</span><br />South City]] ! SO1 | Classic | SO1R |- ! SO2 | Sprint 1 | SO2R |- ! SO3 | Sprint 2 | SO3R |- ! SO4 | Long | SO4R |- ! SO5 | Town Course | SO5R |- ! SO6 | Chicane Route | SO6R |- ! rowspan="6" | [[Fern Bay|<span style="font-size: 20px; font-weight:bold;">FE</span><br />Fern Bay]] ! FE1 | Club | FE1R |- ! FE2 | Green | FE2R |- ! FE3 | Gold | FE3R |- ! FE4 | Black | FE4R |- ! FE5 | Rallycross | FE5R |- ! FE6 | Rallycross Green | FE6R |- ! rowspan="4" | [[Autocross|<span style="font-size: 20px; font-weight:bold;">AU</span><br />Autocross]] ! AU1 | Autocross | {{N/A}} |- ! AU2 | Skid Pad | {{N/A}} |- ! AU3 | Drag Strip (2 lane) | {{N/A}} |- ! AU4 | 8 Lane Drag | {{N/A}} |- ! rowspan="3" | [[Kyoto Ring|<span style="font-size: 20px; font-weight:bold;">KY</span><br />Kyoto Ring]] ! KY1 | Oval | KY1R |- ! KY2 | National | KY2R |- ! KY3 | GP Long | KY3R |- ! rowspan="5" | [[Westhill|<span style="font-size: 20px; font-weight:bold;">WE</span><br />Westhill]] ! WE1 | National | WE1R |- ! WE2 | International | WE2R |- ! WE3 | Car Park | {{N/A}} |- ! WE4 | Karting | WE4R |- ! WE5 | Karting National | WE5R |- ! rowspan="7" | [[Aston|<span style="font-size: 20px; font-weight:bold;">AS</span><br />Aston]] ! AS1 | Cadet | AS1R |- ! AS2 | Club | AS2R |- ! AS3 | National | AS3R |- ! AS4 | Historic | AS4R |- ! AS5 | Grand Prix | AS5R |- ! AS6 | Grand Touring | AS6R |- ! AS7 | North | AS7R |- ! rowspan="11" | [[Rockingham|<span style="font-size: 20px; font-weight:bold;">RO</span><br />Rockingham]] ! RO1 | ISSC | RO1R |- ! RO2 | National | RO2R |- ! RO3 | Oval | RO3R |- ! RO4 | ISSC Long | RO4R |- ! RO5 | Lake | RO5R |- ! RO6 | Handling | RO6R |- ! RO7 | International | RO7R |- ! RO8 | Historic | RO8R |- ! RO9 | Historic Short | RO9R |- ! RO10 | International Long | RO10R |- ! RO11 | Sportscar | RO11R |}<noinclude> '''Version:''' 0.6R == テンプレートの解説 == このテンプレートはサーキットとトラックコードのリストです。挿入したり更新したりするのに便利なよう作られています。変更点があるようであれば、上記のバージョン番号も変更してください。</noinclude> 94cb3661521672d1dc2234aedc112f558f5ea896 利用者:Skylinekakkoii 2 1477 2379 2215 2017-03-19T01:22:53Z Skylinekakkoii 57 英ユーザーページへのリンク追加 wikitext text/x-wiki ==== こんにちは! ==== 私の個人ページをご覧頂きありがとうございます! LFS username は変えられないので昔使ってた<del>ダサい</del>ものをそのまま使ってますが、普段は'''「S2KTS.」'''の名で活動しています。 LFSではあまり日本人プレイヤーを見かけないので、少し悲しいなと思っています。 とても素晴らしいシミュレーターですので、まだプレイされてない方は、是非一度お試し下さい! そして、是非一緒に走りましょう! ==== ここのWikiについて ==== 私が編集を始めるまでの約10年間、中途半端な翻訳や古すぎる情報のまま放置されていました... (もちろん素晴らしい翻訳や編集当時は便利な情報などもたくさんありましたよ!) 英語のわからない方にはどれが正しい情報なのかが分からなかったりして、ゲームを始める前に放棄してしまう結果となるケースも多々あったのではないでしょうか... 日本語訳を希望されるページがあればそちらを優先的に編集していきますので、[https://www.lfs.net/profile/655476 lfs.net] よりお気軽にご連絡下さい! ==== ドメイン lfs.jp について ==== 貴重な三文字ドメインであるにも関わらず、プレミアムでもなく普通のドメインとして売り出されていたので購入し、現在私が所有しております! とりあえず所有権を確保しただけですので、現在はこちらのWikiのメインページにリダイレクトするよう設定しています。 時間があれば、日本語版の公式ページのようなものを作ってみたいと思っています。 http://www.lfs.jp/ <!-- 他言語へのリンク --> [[en:User:Skylinekakkoii]] cb0960f0566f7057dd99e05498c73f106a2a8f61 2393 2379 2017-03-20T12:16:54Z Skylinekakkoii 57 /* こんにちは! */ wikitext text/x-wiki ==== こんにちは! ==== 私の個人ページをご覧頂きありがとうございます! LFS username は変えられないので昔使ってた<del>ダサい</del>ものをそのまま使ってますが、普段は'''「S2KTS.」'''の名で活動しています。[http://kts.jp.net/ kts.jp.net] LFSではあまり日本人プレイヤーを見かけないので、少し悲しいなと思っています。 とても素晴らしいシミュレーターですので、まだプレイされてない方は、是非一度お試し下さい! そして、是非一緒に走りましょう! ==== ここのWikiについて ==== 私が編集を始めるまでの約10年間、中途半端な翻訳や古すぎる情報のまま放置されていました... (もちろん素晴らしい翻訳や編集当時は便利な情報などもたくさんありましたよ!) 英語のわからない方にはどれが正しい情報なのかが分からなかったりして、ゲームを始める前に放棄してしまう結果となるケースも多々あったのではないでしょうか... 日本語訳を希望されるページがあればそちらを優先的に編集していきますので、[https://www.lfs.net/profile/655476 lfs.net] よりお気軽にご連絡下さい! ==== ドメイン lfs.jp について ==== 貴重な三文字ドメインであるにも関わらず、プレミアムでもなく普通のドメインとして売り出されていたので購入し、現在私が所有しております! とりあえず所有権を確保しただけですので、現在はこちらのWikiのメインページにリダイレクトするよう設定しています。 時間があれば、日本語版の公式ページのようなものを作ってみたいと思っています。 http://www.lfs.jp/ <!-- 他言語へのリンク --> [[en:User:Skylinekakkoii]] 825326b470c2a6f2893db0fa7765694f4ae758ed ゲームモード 0 1412 2380 2336 2017-03-19T02:08:21Z Skylinekakkoii 57 /* ホストの一覧表示 */ リンク修正 wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーンなレースをするために|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[クラスなし#UF_1000|UF1]] !! [[クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[FRクラス#XF_GTI|XFG]] !! [[FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[FRクラス#XR_GT|XRG]] !! [[FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[TBOクラス#XR_GT_Turbo|XRT]] !! [[TBOクラス#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[TBOクラス#RB4_GT|RB4]] !! [[TBOクラス#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[TBOクラス#FXO_Turbo|FXO]] !! [[TBOクラス#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[クラスなし#LX4|LX4]] !! [[クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[LRFクラス#LX6|LX6]] !! [[LRFクラス#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[LRFクラス#FZ50|FZ5]] !! [[LRFクラス#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[LRFクラス#RaceAbout|RAC]] !! [[LRFクラス#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[シングルシーター#MRT5|MRT]] !! [[シングルシーター#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[FWD_GTRクラス#UF_GTR|UFR]] !! [[FWD_GTRクラス#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[FWD_GTRクラス#XF_GTR|XFR]] !! [[FWD_GTRクラス#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[シングルシーター#Formula_XR|FOX]] !! [[シングルシーター#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[シングルシーター#Formula_BMW|FBM]] !! [[シングルシーター#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[シングルシーター#Formula_V8|FO8]] !! [[シングルシーター#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] !! [[シングルシーター#BMW_Sauber_F1_(Formula_One)|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#FXO_GTR|FXR]] !! [[RWD_GTRクラス#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#XR_GTR|XRR]] !! [[RWD_GTRクラス#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#FZ50_GTR|FZR]] !! [[RWD_GTRクラス#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Blackwood|BL]] !! [[Blackwood]] |[[Blackwood#GP_Track|GP]], [[Blackwood#Historic|Historic]], [[Blackwood#Rallycross|Rallycross]], [[Blackwood#Car_Park|Car Park]] |- ! [[South_City|SO]] !! [[South City]] |[[South_City#Classic|Classic]], [[South_City#Sprint_Track_1|Sprint 1]], [[South_City#Sprint_Track_2|Sprint 2]], [[South_City#City_Long|City Long]], [[South_City#Town Course|Town Course]], [[South_City#Chicane Route|Chicane Route]] |- ! [[Fern_Bay|FE]] !! [[Fern Bay]] |[[Fern_Bay#Club|Club]], [[Fern_Bay#Green|Green]], [[Fern_Bay#Gold|Gold]], [[Fern_Bay#Black|Black]], [[Fern_Bay#Rallycross|Rallycross]], [[Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Aston|AS]] !! [[Aston]] |[[Aston#Cadet|Cadet]], [[Aston#Club|Club]], [[Aston#National|National]], [[Aston#Historic|Historic]], [[Aston#Grand_Prix|Grand Prix]], [[Aston#Grand_Touring|Grand Touring]], [[Aston#North|North]] |- ! [[Westhill|WE]] !! [[Westhill]] |[[Westhill#National|National]], [[Westhill#International|International]], [[Westhill#Car Park|Car Park]], [[Westhill#Karting|Karting]], [[Westhill#Karting National|Karting National]] |- ! [[Kyoto_Ring|KY]] !! [[Kyoto Ring]] |[[Kyoto_Ring#Oval|Oval]], [[Kyoto_Ring#National|National]], [[Kyoto_Ring#GP Long|GP Long]] |- ! [[Autocross|AU]] !! [[Autocross]] |[[Autocross#Autocross|Autocross]], [[Autocross#Skid_Pad|Skid Pad]], [[Autocross#Drag_Strip|Drag Strip]], [[Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Rockingham|RO]] !! [[Rockingham]] |[[Rockingham#ISSC|ISSC]], [[Rockingham#National|National]], [[Rockingham#Oval|Oval]], [[Rockingham#ISSC_Long|ISSC Long]], [[Rockingham#Lake|Lake]], [[Rockingham#Handling|Handling]], [[Rockingham#International|International]], [[Rockingham#Historic|Historic]], [[Rockingham#Historic_Short|Historic Short]], [[Rockingham#International_Long|International Long]], [[Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)を許可 |- ! SEL |トラックの選択を許可 |- ! QLY | 予選が可能(レースがある場合のみ) |- ! MID | レースへの途中参加を許可 |- ! PIT | ピットストップの義務付け |- ! RST | カーリセットを許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for speedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「Dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join:''' レース途中のJoinを禁止 '''Allow car reset:''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view:''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル / マルチプレーヤーレースをセットアップできます。 ここでは、車 / トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 これらの項目にはそれぞれガイドが表示されており、あなたの車のパフォーマンスを最大限発揮できるようカスタマイズするのに役立ちます。しかしながら、全てのサブメニューは、選択した値を増やしたり減らしたりできるスライダーを持っていることがすぐにわかるでしょう。 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 デフォルトの'hard track'セットアップをクリックし、ハイライトされた状態で'新規作成'ボタンをクリックし名前を入力して、コピーを作りましょう。 コピーがつくれたら、セッティングをいじってみましょう。 完成したら、OKボタンを押して元の画面に戻り、'Join race'ボタンを押してリストに自分の名前が表示されたことを確認しましょう。 === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] 次に、サーキット/コースを選択します。サーキットは、レースをするのに安全な場所です。 'Track'ボタンを押すと、サーキットリストやマップ、コース長などが表示されます。 LFSには8つのサーキットがあります。Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[[キーコンフィグ#LFS_World_コマンド|こちら]]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、自動的につけられた名前で保存された後、すぐに再生が始まります。マルチプレイでは'1'キーは投票に割り当てられているので、'2'キーを押して、名前を付けて保存します。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[[キーコンフィグ#リプレイ操作|キーコンフィグ]]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 他言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 8162d5db46162248421e627ab561104d952528ea 2383 2380 2017-03-19T17:20:49Z Skylinekakkoii 57 /* ホストの一覧表示 */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーンなレースをするために|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[クラスなし#UF_1000|UF1]] !! [[クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[FRクラス#XF_GTI|XFG]] !! [[FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[FRクラス#XR_GT|XRG]] !! [[FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[TBOクラス#XR_GT_Turbo|XRT]] !! [[TBOクラス#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[TBOクラス#RB4_GT|RB4]] !! [[TBOクラス#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[TBOクラス#FXO_Turbo|FXO]] !! [[TBOクラス#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[クラスなし#LX4|LX4]] !! [[クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[LRFクラス#LX6|LX6]] !! [[LRFクラス#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[LRFクラス#FZ50|FZ5]] !! [[LRFクラス#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[LRFクラス#RaceAbout|RAC]] !! [[LRFクラス#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[シングルシーター#MRT5|MRT]] !! [[シングルシーター#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[FWD_GTRクラス#UF_GTR|UFR]] !! [[FWD_GTRクラス#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[FWD_GTRクラス#XF_GTR|XFR]] !! [[FWD_GTRクラス#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[シングルシーター#Formula_XR|FOX]] !! [[シングルシーター#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[シングルシーター#Formula_BMW|FBM]] !! [[シングルシーター#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[シングルシーター#Formula_V8|FO8]] !! [[シングルシーター#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] !! [[シングルシーター#BMW_Sauber_F1_(Formula_One)|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#FXO_GTR|FXR]] !! [[RWD_GTRクラス#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#XR_GTR|XRR]] !! [[RWD_GTRクラス#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#FZ50_GTR|FZR]] !! [[RWD_GTRクラス#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Blackwood|BL]] !! [[Blackwood]] |[[Blackwood#GP_Track|GP]], [[Blackwood#Historic|Historic]], [[Blackwood#Rallycross|Rallycross]], [[Blackwood#Car_Park|Car Park]] |- ! [[South_City|SO]] !! [[South City]] |[[South_City#Classic|Classic]], [[South_City#Sprint_Track_1|Sprint 1]], [[South_City#Sprint_Track_2|Sprint 2]], [[South_City#City_Long|City Long]], [[South_City#Town Course|Town Course]], [[South_City#Chicane Route|Chicane Route]] |- ! [[Fern_Bay|FE]] !! [[Fern Bay]] |[[Fern_Bay#Club|Club]], [[Fern_Bay#Green|Green]], [[Fern_Bay#Gold|Gold]], [[Fern_Bay#Black|Black]], [[Fern_Bay#Rallycross|Rallycross]], [[Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Aston|AS]] !! [[Aston]] |[[Aston#Cadet|Cadet]], [[Aston#Club|Club]], [[Aston#National|National]], [[Aston#Historic|Historic]], [[Aston#Grand_Prix|Grand Prix]], [[Aston#Grand_Touring|Grand Touring]], [[Aston#North|North]] |- ! [[Westhill|WE]] !! [[Westhill]] |[[Westhill#National|National]], [[Westhill#International|International]], [[Westhill#Car Park|Car Park]], [[Westhill#Karting|Karting]], [[Westhill#Karting National|Karting National]] |- ! [[Kyoto_Ring|KY]] !! [[Kyoto Ring]] |[[Kyoto_Ring#Oval|Oval]], [[Kyoto_Ring#National|National]], [[Kyoto_Ring#GP Long|GP Long]] |- ! [[Autocross|AU]] !! [[Autocross]] |[[Autocross#Autocross|Autocross]], [[Autocross#Skid_Pad|Skid Pad]], [[Autocross#Drag_Strip|Drag Strip]], [[Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Rockingham|RO]] !! [[Rockingham]] |[[Rockingham#ISSC|ISSC]], [[Rockingham#National|National]], [[Rockingham#Oval|Oval]], [[Rockingham#ISSC_Long|ISSC Long]], [[Rockingham#Lake|Lake]], [[Rockingham#Handling|Handling]], [[Rockingham#International|International]], [[Rockingham#Historic|Historic]], [[Rockingham#Historic_Short|Historic Short]], [[Rockingham#International_Long|International Long]], [[Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)の許可 |- ! SEL |トラックの選択の許可 |- ! QLY | 予選の可否(レースがある場合のみ) |- ! MID | レースへの途中参加の許可 |- ! PIT | ピットストップ義務 |- ! RST | カーリセットの許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |- ! R | InSim Relay への接続 |- ! R<sup>+</sup> | アンチショートカットオプションの使用 |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for speedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「Dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join:''' レース途中のJoinを禁止 '''Allow car reset:''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view:''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル / マルチプレーヤーレースをセットアップできます。 ここでは、車 / トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 これらの項目にはそれぞれガイドが表示されており、あなたの車のパフォーマンスを最大限発揮できるようカスタマイズするのに役立ちます。しかしながら、全てのサブメニューは、選択した値を増やしたり減らしたりできるスライダーを持っていることがすぐにわかるでしょう。 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 デフォルトの'hard track'セットアップをクリックし、ハイライトされた状態で'新規作成'ボタンをクリックし名前を入力して、コピーを作りましょう。 コピーがつくれたら、セッティングをいじってみましょう。 完成したら、OKボタンを押して元の画面に戻り、'Join race'ボタンを押してリストに自分の名前が表示されたことを確認しましょう。 === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] 次に、サーキット/コースを選択します。サーキットは、レースをするのに安全な場所です。 'Track'ボタンを押すと、サーキットリストやマップ、コース長などが表示されます。 LFSには8つのサーキットがあります。Autocross is a skid pad zone for building tracks and experimenting, as well as a two and eight lane drag strip area. To use a track, simply select the desired track from the main areas on your right, this will bring a submenu containing all the tracks available for that particular raceway. You can then choose which of the separate tracks to race on by clicking on that track name. After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候はBRIGHT CLEAR、OVERCAST、CLOUDY SUNSET/DUSKなど、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 'X'と'Y'ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドはXとYのどちらを選んだかによって向きが変わります。例えば、South City Chicane Route Xでは、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[[キーコンフィグ#LFS_World_コマンド|こちら]]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、自動的につけられた名前で保存された後、すぐに再生が始まります。マルチプレイでは'1'キーは投票に割り当てられているので、'2'キーを押して、名前を付けて保存します。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[[キーコンフィグ#リプレイ操作|キーコンフィグ]]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 他言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] 2e2d82906b8576ae0eef6ba8751d1337312563c1 Westhill 0 1531 2382 2348 2017-03-19T02:18:59Z Skylinekakkoii 57 /* Karting */ リンク修正 wikitext text/x-wiki [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] [[Image:WEHiRes.jpg|thumb|Westhill]] このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 == National == {{Track |Longname=Westhill National |Shortname=WE1 |Trackmap=[[Image:WE1.jpg|300px|none]] |kmLength=4.4 |miLength=2.7 |Description=Internationalを短くしたコース設定です。Internationalコースを抜ける際にはブラインドダウンヒルコーナーがあります。このコースは比較的遅い車に特に適した環境です。}} == International == {{Track |Longname=Westhill International |Shortname=WE2 |Trackmap=[[Image:WE2.jpg|300px|none]] |kmLength=5.8 |miLength=3.6 |Description=イングランドの農村に位置する設定の5.8kmのコースです。高速でワイドなコーナーがあり、2つのシケインと、S2で最もワイドで最も綺麗なフィニッシュストレートがこのコースの魅力的な要素です。コースの大部分はとても高速となっています。起伏の激しいこのコースは、比較的速い車に適しています。}} == Car Park == {{Track |Longname=Westhill Car Park |Shortname=WE3 |Trackmap=[[Image:WE3.jpg|300px|none]] |kmLength=N/A |miLength=N/A |Description=サーキットの奥にある、広大なパーキングエリアです。約750m x 210m の長方形のような形をしています。}} == Karting == {{Track |Longname=Westhill Karting |Shortname=WE4 |Trackmap=[[Image:WE4.jpg|300px|none]] |kmLength=0.5 |miLength=0.3 |Description=小さなカートコースです。[[シングルシーター#MRT5|MRT]] でレースをするのに適しています。}} == Karting National == {{Track |Longname=Westhill Karting National |Shortname=WE5 |Trackmap=[[Image:WE5.jpg|300px|none]] |kmLength=1.3 |miLength=0.8 |Description=Kartingよりも大きいバージョンのコース設定です。同じくらいの細い幅でありながら、Kartingよりも速いコーナーで構成されています。ドアtoドアのレースを見ることができるでしょう。}} == 周囲のエリア == オープンレイアウトを選択すると、レースコース外へとアクセスすることができます。 オートクロスなどでコースを作る際には、駐車場や、舗装路や未舗装エリアも使用することができます。 オートクロスについての説明は、[[オートクロス|こちら]]をご覧ください。 [[Image:WE_OpenConfig.jpg|800px|公式コースレイアウト外でのレース]] {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Tracks:Westhill]] [[it:Piste:Westhill]] [[hu:Pályák:Westhill]] [[ru:Трасса:Westhill]] a70572d2fff06a64ec5abe9056a17977935f7504 クリーンなレースをするために 0 1468 2384 2301 2017-03-19T21:12:18Z Skylinekakkoii 57 /* 責任 */ wikitext text/x-wiki == クリーンなレースをするために == 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 ==== 責任 ==== R-1: 競技を行う全てのプレイヤーには、以下に示すレースシムのルールや規則に慣れ、それを遵守する責任があります。 ==== 行動 ==== C-1: 公平かつ公正なマナーのもと、競走しなくてはなりません。 C-2: 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 C-3: 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 ==== 身分証明 ==== I-1: いつも必ず、判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 I-2: 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 ==== オーバーテイク ==== O-1: To obtain right of road position in a corner, the overtaker's car must have substantial overlap of the car that is being overtaken, before they reach the corner's turn-in point. Should the overtaking car not have enough overlap, the leading car may resume its racing line without fear of contact. O-2: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. That car should not be squeezed against the outside towards the exit point. O-3: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. That car should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after that car has already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, (i.e. you barge your way past). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. O-4: Where an ahead driver has clearly made a sufficient error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead driver gets a bit out of shape at times does not give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. O-5: Ahead drivers have the right to choose any line down a straight. The ahead driver may make one move to block the opposing car, and one move to return to the racing line before the next corner - Unless the opposing car has overlap. O-6: Ahead drivers have the right to take any line through a corner, unless an opposing car has overlap. === 周回 === L-1: It is a fundamental rule of motorsport and sim racing that when a driver receives a blue flag, this is to let the driver know that a faster car is about to overtake and put that driver a lap down. L-2: The driver that is overtaking/lapping the slower car must treat the situation as though a normal competitor is being overtaken - and not assume the lapped driver should leap out of the way at all costs. L-3: The driver that is being lapped should let the lead driver past and/or not resist to be overtaken. Only move out of the way for the lead driver when you believe it is safe to do so. For example, not on the apex of a corner. === 接触 === CT-1: Even if the above rules are adhered to at all times, contact between cars is always a possibility. CT-2: If a driver has breached one of the Rules of Racing, and has resulted in contact and/or a time or position advantage. That driver must apologize, and forfeit the position to the affected driver. If the affected driver is unable to continue, sufficient action should be encouraged at the Server Admin's discretion. CT-3: If a driver who has breached one of the Rules of Racing is most affected by the incident, this driver has no right to claim any form of position or compensation for this error. CT-4: Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones, and can make mistakes. Behind drivers should drive accordingly, always maintaining separation. CT-5: The behind driver has a responsibility to not run into the back of a ahead driver. The ahead driver does not have to try to avoid you. If all else fails, the behind driver should run their own car off the track to avoid such a collision. CT-6: 悪意があったり、適切でないブレーキングなどの減速は、強く禁止されています。 === 事故の後は === AI-1: スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 AI-2: 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 AI-3: クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 AI-4: 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 AI-5: If a competitor's car has come to a halt on the track, either through spinning or crashing, then that driver must apply the brakes and not move whatsoever. This helps oncoming traffic find a route through the incident as a moving chicane is a lot harder to avoid and will result in a collision. AI-6: The stationary driver must either spectate as soon as possible, or if safe to do so, return to racing speed once all oncoming traffic has passed. AI-7: 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 AI-8: ダメージを受け、ピットへと戻ろうとする車にはラインを保持する権利が全くありません。 === ピットストップ === P-1: トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 P-2: ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 P-3: ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 P-4: ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] 5033728ddb606fe30d375799b9ac1697bc16c57d 2385 2384 2017-03-19T21:24:27Z Skylinekakkoii 57 /* 事故の後は */ wikitext text/x-wiki == クリーンなレースをするために == 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 ==== 責任 ==== R-1: 競技を行う全てのプレイヤーには、以下に示すレースシムのルールや規則に慣れ、それを遵守する責任があります。 ==== 行動 ==== C-1: 公平かつ公正なマナーのもと、競走しなくてはなりません。 C-2: 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 C-3: 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 ==== 身分証明 ==== I-1: いつも必ず、判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 I-2: 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 ==== オーバーテイク ==== O-1: To obtain right of road position in a corner, the overtaker's car must have substantial overlap of the car that is being overtaken, before they reach the corner's turn-in point. Should the overtaking car not have enough overlap, the leading car may resume its racing line without fear of contact. O-2: The car on the outside has the right to outside room all the way through the corner – right up to the exit point. That car should not be squeezed against the outside towards the exit point. O-3: The car on the inside has the right to inside room all the way through the corner - right up to the exit point. That car should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after that car has already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, (i.e. you barge your way past). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. O-4: Where an ahead driver has clearly made a sufficient error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead driver gets a bit out of shape at times does not give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. O-5: Ahead drivers have the right to choose any line down a straight. The ahead driver may make one move to block the opposing car, and one move to return to the racing line before the next corner - Unless the opposing car has overlap. O-6: Ahead drivers have the right to take any line through a corner, unless an opposing car has overlap. === 周回 === L-1: It is a fundamental rule of motorsport and sim racing that when a driver receives a blue flag, this is to let the driver know that a faster car is about to overtake and put that driver a lap down. L-2: The driver that is overtaking/lapping the slower car must treat the situation as though a normal competitor is being overtaken - and not assume the lapped driver should leap out of the way at all costs. L-3: The driver that is being lapped should let the lead driver past and/or not resist to be overtaken. Only move out of the way for the lead driver when you believe it is safe to do so. For example, not on the apex of a corner. === 接触 === CT-1: Even if the above rules are adhered to at all times, contact between cars is always a possibility. CT-2: If a driver has breached one of the Rules of Racing, and has resulted in contact and/or a time or position advantage. That driver must apologize, and forfeit the position to the affected driver. If the affected driver is unable to continue, sufficient action should be encouraged at the Server Admin's discretion. CT-3: If a driver who has breached one of the Rules of Racing is most affected by the incident, this driver has no right to claim any form of position or compensation for this error. CT-4: Behind drivers are expected to anticipate the possibility that ahead drivers may have longer braking zones, and can make mistakes. Behind drivers should drive accordingly, always maintaining separation. CT-5: The behind driver has a responsibility to not run into the back of a ahead driver. The ahead driver does not have to try to avoid you. If all else fails, the behind driver should run their own car off the track to avoid such a collision. CT-6: 悪意があったり、適切でないブレーキングなどの減速は、強く禁止されています。 === 事故の後は === AI-1: スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 AI-2: 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 AI-3: クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 AI-4: 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 AI-5: スピンやクラッシュなどで、競技車両がコース上で停止してしまった場合、ドライバーはブレーキをかけ、何があっても動かないようにしなくてはなりません。これを行うことで、後続の車は事故地点を通過するルートを見つけやすくなります。動くシケインを避けて通ることは非常に難しく、衝突の原因となります。 AI-6: また、停止してしまったドライバーは可能な限り早く観戦モード(Shift+S)に入る必要があります。安全が確保される状況であれば、全ての後続車が通過した後にレーシングスピードへと復帰してください。 AI-7: 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 AI-8: ダメージを受け、ピットへと戻ろうとする車には、ラインを保持する権利はありません。 === ピットストップ === P-1: トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 P-2: ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 P-3: ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 P-4: ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] d9087404a83c75ee7f9a8e7e2e8b7b82158fd2ea 2386 2385 2017-03-19T22:12:33Z Skylinekakkoii 57 /* クリーンなレースをするために */ wikitext text/x-wiki == クリーンなレースをするために == 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 === 責任 === '''R-1:''' 競技を行う全てのプレイヤーには、以下に示すレースシムのルールや規則に慣れ、それを遵守する責任があります。 === 行動 === '''C-1:''' 公平かつ公正なマナーのもと、競走しなくてはなりません。 '''C-2:''' 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 '''C-3:''' 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 === 身分証明 === '''I-1:''' いつも必ず、判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 '''I-2:''' 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 === オーバーテイク === '''O-1:''' コーナーにおいてラインの優先権を獲得するには、ターンインのポイントまでに、オーバーテイクしようとする車に対してしっかりとはみ出す必要があります。これが足りない場合、オーバーテイクされる車は接触の危険性を顧みずに自分のレーシングラインを走行し続けることになります。 '''O-2:''' コーナーの立ち上がり地点まで、アウト側の車には走行する空間の権利があります。アウト側の車を押し出すようなことをしてはいけません。 '''O-3:''' The car on the inside has the right to inside room all the way through the corner - right up to the exit point. That car should not be squeezed against the inside towards the apex area. The ahead driver can still battle for the position of course but must do so while maintaining side room for the behind driver. The practice of going up the inside of an ahead car after that car has already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, (i.e. you barge your way past). Understand that barge passing is a high risk manoeuvre for both you and others. You have no rights what-so-ever as a barge passer. '''O-4:''' Where an ahead driver has clearly made a sufficient error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead driver gets a bit out of shape at times does not give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. '''O-5:''' Ahead drivers have the right to choose any line down a straight. The ahead driver may make one move to block the opposing car, and one move to return to the racing line before the next corner - Unless the opposing car has overlap. '''O-6:''' Ahead drivers have the right to take any line through a corner, unless an opposing car has overlap. === 周回 === '''L-1:''' It is a fundamental rule of motorsport and sim racing that when a driver receives a blue flag, this is to let the driver know that a faster car is about to overtake and put that driver a lap down. '''L-2:''' The driver that is overtaking/lapping the slower car must treat the situation as though a normal competitor is being overtaken - and not assume the lapped driver should leap out of the way at all costs. '''L-3:''' The driver that is being lapped should let the lead driver past and/or not resist to be overtaken. Only move out of the way for the lead driver when you believe it is safe to do so. For example, not on the apex of a corner. === 接触 === '''CT-1:''' 上記のルールを全て守っていたとしても、車両同士の接触が起こる可能性は常にあります。 '''CT-2:''' レースのルールに違反したドライバーが、接触を起こしたり、タイムや順位で優位な状況となってしまった場合、そのドライバーには謝罪し、順位を譲る必要があります。影響を受けたドライバーがレースを続行することができなくなってしまった際には、サーバー管理者の裁量によって、十分な罰則などが下されることとなるでしょう。 '''CT-3:''' レースのルールに違反し、事故に大きな影響を与えたドライバーには、順位を戻したり、補償を要求する権利はありません。 '''CT-4:''' 前方のドライバーがブレーキングゾーンをより長く取る可能性や、ミスを犯す可能性があることを後続のドライバーは予期しておかなければなりません。従って、後続のドライバーは車間距離を適度に保つべきです。 '''CT-5:''' 後続のドライバーは前方の車両に追突しないように走行する責任があります。前方のドライバーにはあなたを避ける責任はありません。もしミスなどで追突してしまいそうになった場合は、後続のドライバーはコース外へ車両を退避させ、衝突を避けるべきです。 '''CT-6:''' 悪意があったり、適切でないブレーキングなどの減速は、強く禁止されています。 === 事故の後は === '''AI-1:''' スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 '''AI-2:''' 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 '''AI-3:''' クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 '''AI-4:''' 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 '''AI-5:''' スピンやクラッシュなどで、競技車両がコース上で停止してしまった場合、ドライバーはブレーキをかけ、何があっても動かないようにしなくてはなりません。これを行うことで、後続の車は事故地点を通過するルートを見つけやすくなります。動くシケインを避けて通ることは非常に難しく、衝突の原因となります。 '''AI-6:''' また、停止してしまったドライバーは可能な限り早く観戦モード(Shift+S)に入る必要があります。安全が確保される状況であれば、全ての後続車が通過した後にレーシングスピードへと復帰してください。 '''AI-7:''' 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 '''AI-8:''' ダメージを受け、ピットへと戻ろうとする車には、ラインを保持する権利はありません。 === ピットストップ === '''P-1:''' トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 '''P-2:''' ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 '''P-3:''' ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 '''P-4:''' ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] 682121a81a52dc0f9b9b709cccb11bafd9c40dc8 2394 2386 2017-03-20T13:09:51Z Skylinekakkoii 57 wikitext text/x-wiki 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 == 責任 == '''R-1:''' 競技を行う全てのプレイヤーには、以下に示すレースシムのルールや規則に慣れ、それを遵守する責任があります。 == 行動 == '''C-1:''' 公平かつ公正なマナーのもと、競走しなくてはなりません。 '''C-2:''' 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 '''C-3:''' 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 == 身分証明 == '''I-1:''' いつも必ず、判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 '''I-2:''' 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 == オーバーテイク == '''O-1:''' コーナーにおいてラインの優先権を獲得するには、ターンインのポイントまでに、オーバーテイクしようとする車に対してしっかりとはみ出す必要があります。これが足りない場合、オーバーテイクされる車は接触の危険性を顧みずに自分のレーシングラインを走行し続けることになります。 '''O-2:''' コーナーの立ち上がり地点まで、アウト側の車にはアウト側を走行する権利があります。アウト側の車を押し出すようなことをしてはいけません。 '''O-3:''' 同様に、コーナーの立ち上がり地点まで、イン側の車にはイン側を走行する権利があります。イン側のエイペックスの内側まで押し出すようなことをしてはいけません。オーバテイクされる側のドライバーは、順位を守るために争う権利を持っていますが、後続のドライバーに対して適切な空間を維持する必要があります。The practice of going up the inside of an ahead car after that car has already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, (i.e. you barge your way past). 突然割り込んで追い抜きを行うことは、あなたにとっても他のドライバーにとっても、非常にリスクの高いことだということを理解しておいてください。どんなことがあっても、あなたにはこれを行う権利はありません。 '''O-4:''' Where an ahead driver has clearly made a sufficient error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead driver gets a bit out of shape at times does not give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. '''O-5:''' ストレートでは、前方のドライバーはラインを自由に選択する権利を持っています。彼らはライバルの車に並ばれていない限り、これをブロックし、次のコーナーの直前にレーシングラインに戻ったりするでしょう。 '''O-6:''' コーナーでは、ライバルの車に並ばれていない限り、前方のドライバーにラインを自由に選択する権利があります。 == 周回 == '''L-1:''' It is a fundamental rule of motorsport and sim racing that when a driver receives a blue flag, this is to let the driver know that a faster car is about to overtake and put that driver a lap down. '''L-2:''' The driver that is overtaking/lapping the slower car must treat the situation as though a normal competitor is being overtaken - and not assume the lapped driver should leap out of the way at all costs. '''L-3:''' The driver that is being lapped should let the lead driver past and/or not resist to be overtaken. Only move out of the way for the lead driver when you believe it is safe to do so. For example, not on the apex of a corner. == 接触 == '''CT-1:''' 上記のルールを全て守っていたとしても、車両同士の接触が起こる可能性は常にあります。 '''CT-2:''' レースのルールに違反したドライバーが、接触を起こしたり、タイムや順位で優位な状況となってしまった場合、そのドライバーには謝罪し、順位を譲る必要があります。影響を受けたドライバーがレースを続行することができなくなってしまった際には、サーバー管理者の裁量によって、十分な罰則などが下されることとなるでしょう。 '''CT-3:''' レースのルールに違反し、事故に大きな影響を与えたドライバーには、順位を戻したり、補償を要求する権利はありません。 '''CT-4:''' 前方のドライバーがブレーキングゾーンをより長く取る可能性や、ミスを犯す可能性があることを後続のドライバーは予期しておかなければなりません。従って、後続のドライバーは車間距離を適度に保つべきです。 '''CT-5:''' 後続のドライバーは前方の車両に追突しないように走行する責任があります。前方のドライバーにはあなたを避ける責任はありません。もしミスなどで追突してしまいそうになった場合は、後続のドライバーはコース外へ車両を退避させ、衝突を避けるべきです。 '''CT-6:''' 悪意があったり、適切でないブレーキングなどの減速は、強く禁止されています。 == 事故の後は == '''AI-1:''' スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 '''AI-2:''' 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 '''AI-3:''' クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 '''AI-4:''' 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 '''AI-5:''' スピンやクラッシュなどで、競技車両がコース上で停止してしまった場合、ドライバーはブレーキをかけ、何があっても動かないようにしなくてはなりません。これを行うことで、後続の車は事故地点を通過するルートを見つけやすくなります。動くシケインを避けて通ることは非常に難しく、衝突の原因となります。 '''AI-6:''' また、停止してしまったドライバーは可能な限り早く観戦モード(Shift+S)に入る必要があります。安全が確保される状況であれば、全ての後続車が通過した後にレーシングスピードへと復帰してください。 '''AI-7:''' 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 '''AI-8:''' ダメージを受け、ピットへと戻ろうとする車には、ラインを保持する権利はありません。 == ピットストップ == '''P-1:''' トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 '''P-2:''' ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 '''P-3:''' ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 '''P-4:''' ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] 921a46d5edfe1a038298f7b79ec7178c2766131b FAQ 0 1436 2387 2333 2017-03-19T22:28:48Z Skylinekakkoii 57 /* LFSは誰が開発しているの? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 それ以外にも、LFSでは、開発者たちと共に協力することができる、コミュニティに参加することができます。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお住まいの方でしたら、小切手をお送り頂くことでもご購入頂けます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは [https://www.lfs.net/shop/ 用意されている支払い方法] で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini |- ! XF GTi | [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) |- ! XR GT | [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) |- ! XR GT Turbo | [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody |- ! LX4 Edition (LX4) | [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] |- ! RB4 | [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) |- ! FXO | [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) |- ! FZ50 (FZ5) | [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] |- ! Formula XR (FOX) | [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] |} XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン作成_チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[オプション#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtと、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] b8cc7b12a4588246ded496ceeb5b03810e759f2c 2388 2387 2017-03-19T22:32:16Z Skylinekakkoii 57 /* なんでこんなに面倒なの? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードかPaypalでお支払い頂けます。クレジットカードレスのオンライン支払いオプションである、[http://en.wikipedia.org/wiki/Moneybookers Moneybookers]もご利用頂けます。イギリスにお住まいの方でしたら、小切手をお送り頂くことでもご購入頂けます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは [https://www.lfs.net/shop/ 用意されている支払い方法] で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini |- ! XF GTi | [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) |- ! XR GT | [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) |- ! XR GT Turbo | [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody |- ! LX4 Edition (LX4) | [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] |- ! RB4 | [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) |- ! FXO | [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) |- ! FZ50 (FZ5) | [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] |- ! Formula XR (FOX) | [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] |} XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン作成_チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[オプション#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtと、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] d12350b0316d5a3bc6aa657a4908e157fd664361 2389 2388 2017-03-19T22:41:08Z Skylinekakkoii 57 /* どうやって買えばいいの? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは [https://www.lfs.net/shop/ 用意されている支払い方法] で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini |- ! XF GTi | [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) |- ! XR GT | [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) |- ! XR GT Turbo | [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody |- ! LX4 Edition (LX4) | [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] |- ! RB4 | [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) |- ! FXO | [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) |- ! FZ50 (FZ5) | [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] |- ! Formula XR (FOX) | [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] |} XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン作成_チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[オプション#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtと、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 67c7c564fafe5d8fc8d4c7586142c2a0161194ea 2390 2389 2017-03-19T22:42:16Z Skylinekakkoii 57 /* 私の国でLFSを入手できますか? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。Although you would probably like more cars etc., it would be counter productive for the developers to release more - it might reduce sales in the long run. Remember they need to make a living too. If you enjoy the Demo, multiply that by 9999 and you get the fun you should get in S2. Also, remember there are 4 configurations to the track. So that's 12 combinations! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [http://en.wikipedia.org/wiki/Daihatsu_Trevis Daihatsu Trevis], Mini |- ! XF GTi | [http://en.wikipedia.org/wiki/Citroen_AX Citroen AX GTi] (general design, size), [http://en.wikipedia.org/wiki/Fiat_Punto#Mark_1_.281993-1999.29 Fiat Punto Mk1] (interiors and taillights) |- ! XR GT | [http://en.wikipedia.org/wiki/Mitsubishi_Starion Mitsubishi Starion GX] (general design, naturally aspirated engine), [http://en.wikipedia.org/wiki/Mitsubishi_3000GT Mitsubishi 3000GT] (interiors) |- ! XR GT Turbo | [http://en.wikipedia.org/wiki/Image:MitsuStarion.JPG Mitsubishi Starion GSR] Widebody |- ! LX4 Edition (LX4) | [http://en.wikipedia.org/wiki/Lotus_Seven Lotus Seven] replica, its high-revving 1.3 I4 resembles the Suzuki motorbike engine found on the [http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]. |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg Lotus 7], [http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg Caterham Super Seven], [http://www.westfield-sportscars.co.uk/sport.html Westfield Sport 2.0] |- ! RB4 | [http://www.bestjapancar.com/TOYOTAS/gt498BR.JPG Toyota Celica GT4 (Mk6)] (general design), [http://www.fantasycars.com/derek/cars/images/toyota/supra_1.jpg Toyota Supra Mk4] (front/rear) |- ! FXO | [http://www.basehead.org/wallpapers/cars/opel/opel_astra_coupe.php Opel Astra G/Coupé] (general design), [http://www.speedsociety.de/detail/vote_8_honda_civic_coupe_ej2.jpg Honda Civic Si Mk3/Mk4] (front and rear styling) |- ! FZ50 (FZ5) | [http://en.wikipedia.org/wiki/Porsche_996 Porsche 911/996 Mk1 GT3] (general design), Ferrari 550 (styling) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg Formula 3000] |- ! Formula XR (FOX) | [http://en.wikipedia.org/wiki/Formula_Renault Formula Renault 2000] |} XFR, UFR, FXR, XRR, FZR are GTR versions of the road cars, the latter three resembling cars racing in the now defunct [http://en.wikipedia.org/wiki/Jgtc JGTC]. === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は[[スキン作成_チュートリアル]]をご覧ください。 * 音楽を追加したい場合は[[オプション#Audio|こちら]]よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum]をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにあるreadme.txtと、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 9273b601cdd9f5385217201f9213e1e9949940cd 2391 2390 2017-03-20T12:11:35Z Skylinekakkoii 57 /* シミュレーション */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [http://en.wikipedia.org/wiki/BMW_Sauber_F1.06 BMW Sauber F1.06] (BF1) * [http://en.wikipedia.org/wiki/Formula_BMW Formula BMW FB02] (FBM) * [http://en.wikipedia.org/wiki/Volkswagen_Scirocco Volkswagen Scirocco Mk3] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 5c6198b2c26655b5baf5efa8054fa4d6aa072abe 2392 2391 2017-03-20T12:15:09Z Skylinekakkoii 57 /* LFSの車はどの車をベースにしているの? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。irc.[http://www.gamesurge.net/ gamesurge].net の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === Are there any leagues or competitions around? === Take a look at the official [https://www.lfs.net/leagues/calendar race calendar] and the [http://www.lfsforum.net/forumdisplay.php?f=22 LFS league forum]. A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 9e0667da856c20bd62351075d38a29f461c77f8d 2401 2392 2017-03-20T14:29:01Z Skylinekakkoii 57 /* コミュニティ */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === Can I subscribe to a mailing list or newsletter? === Yes you can. Go to the [http://www.lfs.net/ LFS site], login and go to your [http://www.lfs.net/?page=accountdetails account details page]. === Are any replay analysers available? === Yes, [[Additional_Tools#Analyze_for_Speed|Analyze for Speed]] and [[Additional_Tools#F1PerfView|F1PerfView]]. Download them [http://www.lfs.net/?page=analysers here]. === What if my question is not answered here? === Please read the readme.txt in your LFS directory and this manual. If you still haven't found an answer to your problem, [http://www.lfsforum.net/search.php? search the forum] or post a new thread to the [http://www.lfsforum.net/forumdisplay.php?f=5 Technical Assistance forum], this will probably answer your question. Before doing this, please see the [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way] guide. == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] c85f03f6bf11447c71015d387b25357ea0c356db 2402 2401 2017-03-20T14:41:06Z Skylinekakkoii 57 /* その他 */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 Ghz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 Ghz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[Running LFS on Linux|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === Pretty much any wheel/pedals/shifter/handbrake you can think of. You can also drive with a mouse or keyboard, as well as most gamepads. === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> If you use a [http://www.matrox.com/graphics/en/gxm/products/th2go/ triplehead] resolution (12:3 or 15:4) the HUD is on the center monitor.<br> As of LFS version 0.5X10 you can fine tune the HUD position in [[Options#Interface|Options->Display->Interface]].<br /> You can adjust the FOV(Field of View) to your liking. === ホストをルーターやコネクションシェアリングのもとで動かしたいんだけど、どのポートを開けておけばいい? === The default port is 63392 TCP and UDP, however server admins can select different ports to run their servers on, so that one computer can run more than one LFS server. See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === Yes, shifters and clutches are supported. See the [[Options#Controls|Options->Controls]] pages to set them up. <br> === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === In Patch Z the task of rendering some parts in the interior of the car has been moved from the main CPU to the graphic card processor. This change usually provides increased and/or smoother framerate for computers with 'modern' GPUs, but on the other hand LFS will be slower on ancient hardware which does not support Hardware Vertex Shading. Most, if not all, the graphics cards manufactured in the last 3-4 years support HVS and can be picked up used for little money. === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 03d59d49ddbef97fe78c292a8acaf9e8fddf0b27 LFS プログラミング 0 1557 2396 2017-03-20T13:40:40Z Skylinekakkoii 57 英版コピー&一部翻訳 wikitext text/x-wiki == はじめに == By its nature LFS is a very programmer friendly game and, while customisation of the game engine itself is frowned upon, there are many other avenues available for budding addon writers to explore. Whether it's parsing some esoteric file format, writing your own server system, or just grabbing your friend's hotlaps from LFSWorld, LFS has something to keep even the most adventurous hackers busy! The following category attempts to explain and document the many various programmer topics related to LFS, in hopefully a clear and useful way. Our job of course is not to teach you how to program, there are many, many books about that, but to show you the myriad possibilities for customising LFS which are right at your fingertips. == プログラミングカテゴリ == === InSim === [[InSim]] は、外部プログラムとLive for Speedの通信を可能にするプロトコルです。これを使用すると、LFSとソケット通信を行い、パケットデータの送受信を行うことができます。The InSim protocol describes how each of these packets is formatted, and any programming language which can create a network connection and send and receive strings of binary data can interface with it. === InSim Relay === With [[InSim Relay]] you can connect to any subscribed host and share a subset of InSim packets. This is mainly used in the creation of spectator style apps, such as LFSRemote. === OutSim / OutGauge === [[OutSim / OutGauge|OutSim と OutGauge]] も外部プログラムとソケット通信を可能にするものです。InSimと似ていますが、こちらはモーションシミュレーターや外部ダッシュボード(メーターなど)に向けて作られたものです。 === LFSWorld stats === [http://www.lfsforum.net/showthread.php?t=14480 LFSWorld stats] では、ホストに関する全ての情報(プレイ中のレーサーの情報など)を取得するクエリを使用することができます。 === ファイルフォーマット === LFS独自のたくさんの [[ファイルフォーマット]] は、開発チーム(公式)や、HEXエディタを使った熱狂的なハッカーたち(非公式)によってドキュメント化されています。 == 共通のプログラミング情報 == === データ型 === LFSのゲームクライアントはC++によって書かれており、ほとんどのデータ型はC++の言語仕様に準拠しています。The following table represents a breakdown of what each data-type means and what sort of value it holds. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="800" ! colspan="4" style="background-color: #0066CC; color:#FFFFFF;" |'''データ型''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | LFS ! style="border: 1px solid #000000;" | データ型 ! style="border: 1px solid #000000;" | PHP パック型 ! style="border: 1px solid #000000;" | 説明 |- | char | 1 byte signed integer | a or C | An alphanumeric character (or a number between -128 to 127) |- | byte | 1 byte unsigned integer | C | A number between 0 and 255 |- | word | 2 byte unsigned integer | v | A number between 0 and 65,535 |- | short | 2 byte signed integer | s | A number between -32,768 and +32,767 |- | unsigned | 4 byte unsigned integer | V | A number between 0 and +4,294,967,295 |- | int | 4 byte signed integer | l | A number between -2,147,483,648 and +2,147,483,647 |- | float | 4 byte floating point number | f | A number with a decimal point |} In C strings are not first-class data-types, merely arrays of characters, so you will often see strings denoted using the following syntax. <big><pre>char[16] <variable></pre></big> This indicates that the variable is a string of 16 characters in length, but in reality as the last character in a C-style string is always NULL, it would only be able to hold a value of 15 characters. For php in this case, you would use the 'a' as the pack format code, with a 16 following after it's declaration. For example: <pre>pack('a16', $variable);</pre> === LFSの文字とエスケープコード === Strings in LFS are C-style strings, meaning that they end with a NULL character, or are often padded with NULL characters. Most other high-level languages have done away with this limitation, so it's important to strip any NULL characters from the end of a string before using it. LFS handles strings in its own way, it uses Windows codepages sepearared by special escape characters. ---- . The following table represents an attempt to document each of these codepages. In reality it's not 100% accurate, in practice it should give you reasonable results for most purposes. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="3" style="background-color: #0066CC; color:#FFFFFF;" |'''Codepages''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Code ! style="border: 1px solid #000000;" | Name ! style="border: 1px solid #000000;" | Codepage |- | ^L | Latin 1 | CP1252 |- | ^G | Greek | CP1253 |- | ^C | Cyrillic | CP1251 |- | ^J | Japanese | CP932 |- | ^E | Central Europe | CP1250 |- | ^T | Turkish | CP1254 |- | ^B | Baltic | CP1257 |- | ^H | Traditional Chinese | CP950 |- | ^S | Simplified Chinese | CP936 |- | ^K | Korean | CP949 |} In addition there are several other escape codes which denote special characters in text. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="2" style="background-color: #0066CC; color:#FFFFFF;" |'''Escape Codes''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Code ! style="border: 1px solid #000000;" | Character |- | ^v | <nowiki>|</nowiki> |- | ^a | * |- | ^c | : |- | ^d | \ |- | ^s | / |- | ^q | ? |- | ^t | " |- | ^l | < |- | ^r | > |- | ^h | # |- | ^^ | ^ |} And finally the colour of text is also denoted using escape codes, a table of which can be found below. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="2" style="background-color: #0066CC; color:#FFFFFF;" |'''Colours''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Code ! style="border: 1px solid #000000;" | Colour |- | ^0 | Black |- | ^1 | Red |- | ^2 | Light green |- | ^3 | Yellow |- | ^4 | Blue |- | ^5 | Purple |- | ^6 | Light blue |- | ^7 | White |- | ^8 | Dark green (default) |- | ^9 | Original text colour and codepage. |} <!-- 他言語へのリンク --> [[en:LFS Programming]] 0014c6e83163cb630b7765c9f4a8f5be5d24a6ea 2399 2396 2017-03-20T14:13:40Z Skylinekakkoii 57 /* LFSWorld stats */ wikitext text/x-wiki == はじめに == By its nature LFS is a very programmer friendly game and, while customisation of the game engine itself is frowned upon, there are many other avenues available for budding addon writers to explore. Whether it's parsing some esoteric file format, writing your own server system, or just grabbing your friend's hotlaps from LFSWorld, LFS has something to keep even the most adventurous hackers busy! The following category attempts to explain and document the many various programmer topics related to LFS, in hopefully a clear and useful way. Our job of course is not to teach you how to program, there are many, many books about that, but to show you the myriad possibilities for customising LFS which are right at your fingertips. == プログラミングカテゴリ == === InSim === [[InSim]] は、外部プログラムとLive for Speedの通信を可能にするプロトコルです。これを使用すると、LFSとソケット通信を行い、パケットデータの送受信を行うことができます。The InSim protocol describes how each of these packets is formatted, and any programming language which can create a network connection and send and receive strings of binary data can interface with it. === InSim Relay === With [[InSim Relay]] you can connect to any subscribed host and share a subset of InSim packets. This is mainly used in the creation of spectator style apps, such as LFSRemote. === OutSim / OutGauge === [[OutSim / OutGauge|OutSim と OutGauge]] も外部プログラムとソケット通信を可能にするものです。InSimと似ていますが、こちらはモーションシミュレーターや外部ダッシュボード(メーターなど)に向けて作られたものです。 === LFSWorld ステータス === [http://www.lfsforum.net/showthread.php?t=14480 LFSWorld ステータス] では、ホストに関する全ての情報(プレイ中のレーサーの情報など)を取得するクエリを使用することができます。 === ファイルフォーマット === LFS独自のたくさんの [[ファイルフォーマット]] は、開発チーム(公式)や、HEXエディタを使った熱狂的なハッカーたち(非公式)によってドキュメント化されています。 == 共通のプログラミング情報 == === データ型 === LFSのゲームクライアントはC++によって書かれており、ほとんどのデータ型はC++の言語仕様に準拠しています。The following table represents a breakdown of what each data-type means and what sort of value it holds. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="800" ! colspan="4" style="background-color: #0066CC; color:#FFFFFF;" |'''データ型''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | LFS ! style="border: 1px solid #000000;" | データ型 ! style="border: 1px solid #000000;" | PHP パック型 ! style="border: 1px solid #000000;" | 説明 |- | char | 1 byte signed integer | a or C | An alphanumeric character (or a number between -128 to 127) |- | byte | 1 byte unsigned integer | C | A number between 0 and 255 |- | word | 2 byte unsigned integer | v | A number between 0 and 65,535 |- | short | 2 byte signed integer | s | A number between -32,768 and +32,767 |- | unsigned | 4 byte unsigned integer | V | A number between 0 and +4,294,967,295 |- | int | 4 byte signed integer | l | A number between -2,147,483,648 and +2,147,483,647 |- | float | 4 byte floating point number | f | A number with a decimal point |} In C strings are not first-class data-types, merely arrays of characters, so you will often see strings denoted using the following syntax. <big><pre>char[16] <variable></pre></big> This indicates that the variable is a string of 16 characters in length, but in reality as the last character in a C-style string is always NULL, it would only be able to hold a value of 15 characters. For php in this case, you would use the 'a' as the pack format code, with a 16 following after it's declaration. For example: <pre>pack('a16', $variable);</pre> === LFSの文字とエスケープコード === Strings in LFS are C-style strings, meaning that they end with a NULL character, or are often padded with NULL characters. Most other high-level languages have done away with this limitation, so it's important to strip any NULL characters from the end of a string before using it. LFS handles strings in its own way, it uses Windows codepages sepearared by special escape characters. ---- . The following table represents an attempt to document each of these codepages. In reality it's not 100% accurate, in practice it should give you reasonable results for most purposes. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="3" style="background-color: #0066CC; color:#FFFFFF;" |'''Codepages''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Code ! style="border: 1px solid #000000;" | Name ! style="border: 1px solid #000000;" | Codepage |- | ^L | Latin 1 | CP1252 |- | ^G | Greek | CP1253 |- | ^C | Cyrillic | CP1251 |- | ^J | Japanese | CP932 |- | ^E | Central Europe | CP1250 |- | ^T | Turkish | CP1254 |- | ^B | Baltic | CP1257 |- | ^H | Traditional Chinese | CP950 |- | ^S | Simplified Chinese | CP936 |- | ^K | Korean | CP949 |} In addition there are several other escape codes which denote special characters in text. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="2" style="background-color: #0066CC; color:#FFFFFF;" |'''Escape Codes''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Code ! style="border: 1px solid #000000;" | Character |- | ^v | <nowiki>|</nowiki> |- | ^a | * |- | ^c | : |- | ^d | \ |- | ^s | / |- | ^q | ? |- | ^t | " |- | ^l | < |- | ^r | > |- | ^h | # |- | ^^ | ^ |} And finally the colour of text is also denoted using escape codes, a table of which can be found below. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="2" style="background-color: #0066CC; color:#FFFFFF;" |'''Colours''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Code ! style="border: 1px solid #000000;" | Colour |- | ^0 | Black |- | ^1 | Red |- | ^2 | Light green |- | ^3 | Yellow |- | ^4 | Blue |- | ^5 | Purple |- | ^6 | Light blue |- | ^7 | White |- | ^8 | Dark green (default) |- | ^9 | Original text colour and codepage. |} <!-- 他言語へのリンク --> [[en:LFS Programming]] 2b1d7425835fe8b2beef34184d40ffaca22b62ae 初心者への注意 0 1442 2398 1701 2017-03-20T14:11:53Z Skylinekakkoii 57 全体的な変更 wikitext text/x-wiki == ルールを把握する == どのような競技でも、ルールを把握することはとても大事なことです。まずは [[クリーンなレースをするために]] をよく読み、これを守りましょう。 == 挨拶 == どのホストに接続する場合でも、簡単なものでも構わないので、挨拶はきちんとしましょう。(例:hi/byeなど) 挨拶をすることで、コミュニュケーションを取る意思があることを表すことができます。また、挨拶を行わないプレイヤーに対してKICKやBANなどの処置をとるホストが一部存在します。 == フラッグの意味 == レースにおいて、フラッグの意味を理解していないことはとても危険であり、他のプレイヤーに迷惑を掛けることとなります。フラッグの意味をよく理解して、クラッシュなどのトラブルを避けるようドライブしましょう。 === イエローフラッグ === 前方に事故車、もしくは低速走行中の車がいるため、注意して走行しなければならないことを意味します。 場合によってはスローダウンする必要があります。 === ブルーフラッグ === あなたが周回遅れのときに、後方からあなたよりも速く走行している車が来ていることを意味します。 ただちにラインを空け、その車に譲る必要があります。 == 英語が得意でない方へ == LFSはイギリスで制作されているレーシングシミュレーターです。そのため、コミュニケーションは基本的に英語で行う場合が多いです。(一部のホストでは、メインチャット上では英語で会話することを義務付けていることがあります。) 他の日本人プレイヤーと日本語で会話をすることは、その他のプレイヤーにとって不快となることがあります。日本のサーバーでない限り、プライベートメッセージを使用するなど、場をわきまえた行動を心掛けて下さい。 また、クラッシュされたときなど、無闇やたらとFワードを使ったりして、他のプレイヤーを罵るようなことをしてはいけません。単純に、"Don't crash please."(クラッシュしないで下さい。)と入力するなど、紳士的な対応を心掛けましょう。 他の言語の場合、相手の年齢が分かりづらいことが多いですが、クラッシュを好み、嫌がらせをするプレイヤーの多くは10代前半の若いプレイヤーである場合が多く、罵ると逆効果となる場合があります。 400aa328b203822dae7adc1db2f1b1775c25be04 テンプレート:ガイド 10 1458 2400 2319 2017-03-20T14:17:05Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki <br clear="all"/> {| width="600" align="center" style="border: 1px solid #000000; background-color: #FAFAFA;" ! colspan="4" style="background-color: #DFDFDF;" | <div style="text-align: center; position: relative;">[[ガイド|Live for Speed ガイドとチュートリアル]]<div style="position: absolute; right: 0; top: 0; margin: 0 2px; font-size:8px;">[[Template:ガイド|v]]</div></div> |- | style="vertical-align: top;" align="center" | <small>[[基本セットアップガイド]] | [[応用セットアップガイド]] | [[テクニカルリファレンス]] | [[スキン作成 チュートリアル]] | [[オートクロスエディタ]] | [[ムービー作成 チュートリアル]] | [[スクリプト作成]] | [[Host チュートリアル]] | [[LFS プログラミング]] | [[ファイルフォーマット]]</small> |}<noinclude> [[Category:ナビボックステンプレート]]</noinclude> 59209be2079baf58a7bde5e658cf7166f1cb4e30 オプション 0 1413 2403 2264 2017-03-20T14:54:36Z Skylinekakkoii 57 wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。'''(更新中...) == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューでは、音楽や効果音などの音量を調整できます。 '''車の効果音:''' 車の効果音の音量をコントロールします。エンジン音にパチパチとノイズが入る場合、この値を下げましょう。 '''タイヤスキッド:''' タイヤのスキッド(スキール)音の音量をコントロールします。'0.0'はリアルな音量で、'1.0'はより聞こえやすくしたボリュームレベルです。 '''風の音量:''' 風切り音の音量です。オープンカーはこの設定に関係なく風切り音が大きくなります。'0.0'がリアルな音量です。 '''エコー効果:''' エコー効果の音量をコントロールします。'0.0'がリアルな音量です。高い値を指定すると、パチパチとノイズが入ることがあります。 '''BGM:''' BGMの音量です。 '''インターフェイス:''' クリックボタンなどの、インターフェイスの音の音量です。 '''セットアップ画面のBGM:''' セットアップ画面でのBGM再生をONにするかOFFにするか指定します。 '''レース中のBGM:''' レース中のBGM再生をONにするかOFFにするか指定します。 '''リプレイ中のBGM:''' リプレイ中のBGM再生をONにするかOFFにするか指定します。 '''Song choice:''' 'スキップ'と'選択'ボタンを使用することでBGMを指定することができます。 '''ゲーム中の音楽:''' LFSはプレイリストの再生をサポートしています。ここでは現在どのプレイリストが選択されているのか確認、変更することができます。'スキップ'ボタンを使うと音楽を1曲飛ばすことができます。'選択'ボタンを使うと直接曲を指定できます。 '''プレイリストの編集:''' このボタンを押すと、プレイリストの編集画面に入り、プレイリストを作ったり編集することができます。Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equally often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。[http://www.vorbis.com www.vorbis.com]や[http://audacity.sourceforge.net/ Audacity]などのフリーウェアエンコーダーを使用するか、その他のエンコーダーソフトを使うことで、あなたの音楽を変換できます。LFSで変換した音楽ファイルを再生するには、LFS\data\ogg ディレクトリーへ保存してください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、時代遅れのコンピューターにとって、ゲームのフィーリングを劇的に改善することができます。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Haze effect:''' もや・かすみのエフェクト '''Draw sky:''' 空の描画タイプ。  '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' ボタンやスモールマップ、テキストの色・透明度、画面表示全体の位置とサイズを変更できます。 <br><br><br><br> == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。<br> '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。[[車種#各車種のステアリングロック角度 |(各車種のステアリングロック角度)]] '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- 他言語へのリンク --> [[en:Option]] [[de:Optionen]] 7ec79585eda3a18d15495ecf5da2aae0a6ae7092 FAQ 0 1436 2404 2402 2017-03-20T15:06:44Z Skylinekakkoii 57 /* 技術的な質問 */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 GHz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 GHz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[LFSをLinux上で動作させる|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === ほとんど全てのステアリングコントローラ/ペダル/シフター/ハンドブレーキに対応しています。また、マウスやキーボード、ゲームパッドでも操作することができます。 === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> 3画面モニタをお使いの場合、HUDはセンターモニターに映るでしょう。<br /> LFSのバージョン0.5X10より、[[オプション#Display|Options->Display->Interface]] にて、HUDの位置を調整できるようになりました。<br /> あなたの好みのFOV(視野角)に変更することもできます。 === ホストをルーターやファイアウォールのもとで動かしたいんだけど、どのポートを開けておけばいい? === デフォルトのポートは、63392ポート(TCPとUDPの両方)です。しかし、サーバーの管理者は異なるポートを選択し、その上でサーバーを起動することができます。これは1つのコンピューター上での複数のLFSサーバーの起動を可能にします。See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === はい、シフターやクラッチに対応しています。[[オプション#Controls|Options->Controls]] でセットアップしてください。 === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === パッチZにて、いくつかの車のインテリアパーツのレンダリングが、CPUではなくグラフィックボードで処理されるよう変更されました。この変更は'近代的な'GPUにはよりスムーズなFPSを提供しますが、逆に、Hardware Vertex Shadingをサポートしない、とても古い環境では遅くなることがあります。最近のグラフィックボードはほとんどの場合、HVSをサポートしています。これらは中古であればとても安く買えるので、購入して交換してみましょう。 === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 Howtos == === How can I get a coloured player name? / Type messages in colour? === In the text input box, press CTRL and choose your colour (keyboard shortcut: CTRL+0-8).<br> 0 - Black<br> 1 - Red<br> 2 - Light green<br> 3 - Yellow<br> 4 - Blue<br> 5 - Purple<br> 6 - Light blue<br> 7 - White<br> 8 - Dark green (default) === How can I get a coloured server/host name? === Applies only for dedicated server. For non-dedicated, see above. Open your server's *.cfg file in notepad and edit the host name entry. See above for the colour codes and precede the number with a ^ character. Eg. /host=^7Ho^4st Na^7me - would make the host name have colours of the Finnish flag. === How can I change function (F1-F8 and CTRL+F1-F8) key message binds? === You can change them in Options -> Game and next to 'Change' click 'F1-F8' or 'CTRL +' button. === How can I type in Greek/Russian/Japanese Katana/Turkish/etc ? === In the text input box press CTRL and click the button between the cancel and OK button and choose the language you want write in (if you click the small arrow, you can see all the characters available in the current code page). === How does LFS run on a computer with 123GHz/456DDR/XYZ ? === See [http://lfsbench.iron.eu.org The unofficial LFS System Benchmark]. === How can I make LFS associated files automatically get placed in the right places upon download? === Simply 'associate' LFS files (such as .lyt, .set) by right clicking on any (*.lyt, *.set) file, go to 'open with', then browse for LFS. Then, when you want to download one, instead of having to find the right place, just click 'open' when prompted, and the file will go in the right place for you. To start LFS replay files (.spr, .mpr) from a webpage link for example, same process applies. As of official patch Z28, by using the LFS installer file associations will be setup as part of the installation. For post-install setup there is [http://www.lfs.net/?page=addons LFS Associations setup]. <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] f48674d114a73ce32fbf9b2cbe9cea8b8816b16d 2408 2404 2017-03-21T01:16:05Z Skylinekakkoii 57 /* その他 ハウツー */ 翻訳 wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 GHz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 GHz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は[[LFSをLinux上で動作させる|こちら]]をご覧ください。 === どんなコントローラに対応しているの? === ほとんど全てのステアリングコントローラ/ペダル/シフター/ハンドブレーキに対応しています。また、マウスやキーボード、ゲームパッドでも操作することができます。 === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> 3画面モニタをお使いの場合、HUDはセンターモニターに映るでしょう。<br /> LFSのバージョン0.5X10より、[[オプション#Display|Options->Display->Interface]] にて、HUDの位置を調整できるようになりました。<br /> あなたの好みのFOV(視野角)に変更することもできます。 === ホストをルーターやファイアウォールのもとで動かしたいんだけど、どのポートを開けておけばいい? === デフォルトのポートは、63392ポート(TCPとUDPの両方)です。しかし、サーバーの管理者は異なるポートを選択し、その上でサーバーを起動することができます。これは1つのコンピューター上での複数のLFSサーバーの起動を可能にします。See http://portforward.com/routers.htm on how to forward the ports in your hardware firewall/router. === 私のシフターをLFSで使うことはできますか? === はい、シフターやクラッチに対応しています。[[オプション#Controls|Options->Controls]] でセットアップしてください。 === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === You probably enabled the Simple wheels setting in [[Options#Graphics|Options->Graphics]] by mistake. For speed you need to enable it, for good graphics you should keep the setting disabled. === The game stutters/freezes approximately every 5 seconds while playing online and single player mode doesn't have this issue? === For some updating the Windows ACPI drivers has cured the issue. First backup all important data. Then go to device manager and expand the computer setting, and right click on Advanced Configuration and Power Interface (ACPI) PC and choose update driver from the list. === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === パッチZにて、いくつかの車のインテリアパーツのレンダリングが、CPUではなくグラフィックボードで処理されるよう変更されました。この変更は'近代的な'GPUにはよりスムーズなFPSを提供しますが、逆に、Hardware Vertex Shadingをサポートしない、とても古い環境では遅くなることがあります。最近のグラフィックボードはほとんどの場合、HVSをサポートしています。これらは中古であればとても安く買えるので、購入して交換してみましょう。 === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 ハウツー == === 色のついた文字を入力するにはどうすればよいですか? === テキスト入力ボックスで、Ctrlボタンを押し、色を選択してください (キーボードショートカット: Ctrl+0-8)。 0 - 黒色<br /> 1 - 赤色<br /> 2 - 黄緑色<br /> 3 - 黄色<br /> 4 - 青色<br /> 5 - 紫色<br /> 6 - 水色<br /> 7 - 白色<br /> 8 - 緑色 (デフォルト) === 色のついた文字をサーバー/ホスト名につけるにはどうすればよいですか? === Dedicatedサーバー以外では上項を参考に適用してください。 Dedicatedサーバーで適用するには、サーバーの *.cfg ファイルをメモ帳などで開き、ホスト名の項目を編集してください。上項のカラーコードを参考に、^と番号を使用して入力してください。例えば、/host=^1Ho^4st Na^8me と入力すると、'''<span style="color:red">Ho</span><span style="color:blue">st Na</span><span style="color:green">me</span>''' というように表示されます。 === ファンクションキー(F1-F8 と Ctrl+F1-F8)にメッセージを割り当てるにはどうすればよいですか? === [[オプション#Game|Option->Game]] で、'F1-F8'や'CTRL +'ボタンをクリックすると、入力欄が表示されます。ここをクリックし、変更することでメッセージを割り当てられます。 === ギリシャ文字/キリル文字/かな文字/トルコ文字 などを入力するにはどうすればよいですか? === テキスト入力ボックスで、キャンセルとOKボタンの間のボタンを押して、入力したい言語を選択してください (小さな三角のボタンをクリックすると、現在使用可能な全ての文字を見ることができます)。 言語ボタンが見つからない場合はCtrlを押してみて下さい。 === LFSに関するファイルをLFSに関連付けるにはどうすればよいですか? === 関連付けたいファイル (*.lyt、*.set) を右クリックし、プログラムから開くをクリックし、LFSを選択して起動することで、関連付けを行うことができます。これを行うと、新しいファイルをダウンロードした際に、ダブルクリックするだけで正しいフォルダに自動的にファイルがコピーされます。 LFSのリプレイファイル (.spr、.mpr) をWebページのリンクから再生したい場合についても、同様に関連付けすることで再生できます。 公式パッチZ28から、LFSのインストーラーに関連付けの項目が追加されました。インストール後に関連付けセットアップを行いたい場合、[https://www.lfs.net/downloads LFS Associations] が便利です。 <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 5636fb080ac47d3577f6a3be6c9733f04a32a473 2409 2408 2017-03-21T13:18:43Z Skylinekakkoii 57 /* 技術的な質問 */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 GHz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 GHz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は [[LFSをLinux上で動作させる]] をご覧ください。 === どんなコントローラに対応しているの? === ほとんど全てのステアリングコントローラ/ペダル/シフター/ハンドブレーキに対応しています。また、マウスやキーボード、ゲームパッドでも操作することができます。 === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> 3画面モニタをお使いの場合、HUDはセンターモニターに映るでしょう。<br /> LFSのバージョン0.5X10より、[[オプション#Display|Options->Display->Interface]] にて、HUDの位置を調整できるようになりました。<br /> あなたの好みのFOV(視野角)に変更することもできます。 === ホストをルーターやファイアウォールのもとで動かしたいんだけど、どのポートを開けておけばいい? === デフォルトのポートは、63392ポート(TCPとUDPの両方)です。しかし、サーバーの管理者は異なるポートを選択し、その上でサーバーを起動することができます。これは1つのコンピューター上での複数のLFSサーバーの起動を可能にします。ポートの解放方法については、各ハードウェアやソフトウェアの説明書をご覧ください。 === 私のシフターをLFSで使うことはできますか? === はい、シフターやクラッチに対応しています。[[オプション#Controls|Options->Controls]] でセットアップしてください。 === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === おそらく、[[オプション#Graphics|Options->Graphics]] にて、シンプルホイールセッティングを有効化してしまったためでしょう。 FPSが非常に低い場合など、少しでも処理速度を稼ぎたい場合にはこれを有効化しておきましょう。グラフィックを優先したい場合は、このセッティングを無効化しましょう。 === シングルプレイ中には起こらないのに、オンラインプレイ中に、約5秒おきにフリーズするんだけど・・・ === いくつかのWindows ACPIドライバーのアップデートを行うことで、この問題を解決することができます。まずはじめに、全ての重要なデータをバックアップしてください。そして、デバイスマネージャーを開き、コンピューターの設定項目を展開します。次に、Advanced Configuration and Power Interface (ACPI) PCを右クリックし、ドライバーソフトウェアの更新をクリックし、アップデートを行いましょう。 === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === パッチZにて、いくつかの車のインテリアパーツのレンダリングが、CPUではなくグラフィックボードで処理されるよう変更されました。この変更は'近代的な'GPUにはよりスムーズなFPSを提供しますが、逆に、Hardware Vertex Shadingをサポートしない、とても古い環境では遅くなることがあります。最近のグラフィックボードはほとんどの場合、HVSをサポートしています。これらは中古であればとても安く買えるので、購入して交換してみましょう。 === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字一覧 === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^h - #<br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP950)<br> ^S = Simpified Chinese (CP936)<br> ^K = Korean (CP949)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 ハウツー == === 色のついた文字を入力するにはどうすればよいですか? === テキスト入力ボックスで、Ctrlボタンを押し、色を選択してください (キーボードショートカット: Ctrl+0-8)。 0 - 黒色<br /> 1 - 赤色<br /> 2 - 黄緑色<br /> 3 - 黄色<br /> 4 - 青色<br /> 5 - 紫色<br /> 6 - 水色<br /> 7 - 白色<br /> 8 - 緑色 (デフォルト) === 色のついた文字をサーバー/ホスト名につけるにはどうすればよいですか? === Dedicatedサーバー以外では上項を参考に適用してください。 Dedicatedサーバーで適用するには、サーバーの *.cfg ファイルをメモ帳などで開き、ホスト名の項目を編集してください。上項のカラーコードを参考に、^と番号を使用して入力してください。例えば、/host=^1Ho^4st Na^8me と入力すると、'''<span style="color:red">Ho</span><span style="color:blue">st Na</span><span style="color:green">me</span>''' というように表示されます。 === ファンクションキー(F1-F8 と Ctrl+F1-F8)にメッセージを割り当てるにはどうすればよいですか? === [[オプション#Game|Option->Game]] で、'F1-F8'や'CTRL +'ボタンをクリックすると、入力欄が表示されます。ここをクリックし、変更することでメッセージを割り当てられます。 === ギリシャ文字/キリル文字/かな文字/トルコ文字 などを入力するにはどうすればよいですか? === テキスト入力ボックスで、キャンセルとOKボタンの間のボタンを押して、入力したい言語を選択してください (小さな三角のボタンをクリックすると、現在使用可能な全ての文字を見ることができます)。 言語ボタンが見つからない場合はCtrlを押してみて下さい。 === LFSに関するファイルをLFSに関連付けるにはどうすればよいですか? === 関連付けたいファイル (*.lyt、*.set) を右クリックし、プログラムから開くをクリックし、LFSを選択して起動することで、関連付けを行うことができます。これを行うと、新しいファイルをダウンロードした際に、ダブルクリックするだけで正しいフォルダに自動的にファイルがコピーされます。 LFSのリプレイファイル (.spr、.mpr) をWebページのリンクから再生したい場合についても、同様に関連付けすることで再生できます。 公式パッチZ28から、LFSのインストーラーに関連付けの項目が追加されました。インストール後に関連付けセットアップを行いたい場合、[https://www.lfs.net/downloads LFS Associations] が便利です。 <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] ce8d1587ace5cc3ee596a2ea2157b9bb6ee3b7f3 2431 2409 2017-03-24T13:16:53Z Skylinekakkoii 57 /* エスケープ文字一覧 */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 GHz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 GHz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は [[LFSをLinux上で動作させる]] をご覧ください。 === どんなコントローラに対応しているの? === ほとんど全てのステアリングコントローラ/ペダル/シフター/ハンドブレーキに対応しています。また、マウスやキーボード、ゲームパッドでも操作することができます。 === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> 3画面モニタをお使いの場合、HUDはセンターモニターに映るでしょう。<br /> LFSのバージョン0.5X10より、[[オプション#Display|Options->Display->Interface]] にて、HUDの位置を調整できるようになりました。<br /> あなたの好みのFOV(視野角)に変更することもできます。 === ホストをルーターやファイアウォールのもとで動かしたいんだけど、どのポートを開けておけばいい? === デフォルトのポートは、63392ポート(TCPとUDPの両方)です。しかし、サーバーの管理者は異なるポートを選択し、その上でサーバーを起動することができます。これは1つのコンピューター上での複数のLFSサーバーの起動を可能にします。ポートの解放方法については、各ハードウェアやソフトウェアの説明書をご覧ください。 === 私のシフターをLFSで使うことはできますか? === はい、シフターやクラッチに対応しています。[[オプション#Controls|Options->Controls]] でセットアップしてください。 === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === おそらく、[[オプション#Graphics|Options->Graphics]] にて、シンプルホイールセッティングを有効化してしまったためでしょう。 FPSが非常に低い場合など、少しでも処理速度を稼ぎたい場合にはこれを有効化しておきましょう。グラフィックを優先したい場合は、このセッティングを無効化しましょう。 === シングルプレイ中には起こらないのに、オンラインプレイ中に、約5秒おきにフリーズするんだけど・・・ === いくつかのWindows ACPIドライバーのアップデートを行うことで、この問題を解決することができます。まずはじめに、全ての重要なデータをバックアップしてください。そして、デバイスマネージャーを開き、コンピューターの設定項目を展開します。次に、Advanced Configuration and Power Interface (ACPI) PCを右クリックし、ドライバーソフトウェアの更新をクリックし、アップデートを行いましょう。 === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === パッチZにて、いくつかの車のインテリアパーツのレンダリングが、CPUではなくグラフィックボードで処理されるよう変更されました。この変更は'近代的な'GPUにはよりスムーズなFPSを提供しますが、逆に、Hardware Vertex Shadingをサポートしない、とても古い環境では遅くなることがあります。最近のグラフィックボードはほとんどの場合、HVSをサポートしています。これらは中古であればとても安く買えるので、購入して交換してみましょう。 === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字の一覧はある? === [[LFS プログラミング#LFSの文字とエスケープコード|LFSの文字とエスケープコード]] をご覧ください。 == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 ハウツー == === 色のついた文字を入力するにはどうすればよいですか? === テキスト入力ボックスで、Ctrlボタンを押し、色を選択してください (キーボードショートカット: Ctrl+0-8)。 0 - 黒色<br /> 1 - 赤色<br /> 2 - 黄緑色<br /> 3 - 黄色<br /> 4 - 青色<br /> 5 - 紫色<br /> 6 - 水色<br /> 7 - 白色<br /> 8 - 緑色 (デフォルト) === 色のついた文字をサーバー/ホスト名につけるにはどうすればよいですか? === Dedicatedサーバー以外では上項を参考に適用してください。 Dedicatedサーバーで適用するには、サーバーの *.cfg ファイルをメモ帳などで開き、ホスト名の項目を編集してください。上項のカラーコードを参考に、^と番号を使用して入力してください。例えば、/host=^1Ho^4st Na^8me と入力すると、'''<span style="color:red">Ho</span><span style="color:blue">st Na</span><span style="color:green">me</span>''' というように表示されます。 === ファンクションキー(F1-F8 と Ctrl+F1-F8)にメッセージを割り当てるにはどうすればよいですか? === [[オプション#Game|Option->Game]] で、'F1-F8'や'CTRL +'ボタンをクリックすると、入力欄が表示されます。ここをクリックし、変更することでメッセージを割り当てられます。 === ギリシャ文字/キリル文字/かな文字/トルコ文字 などを入力するにはどうすればよいですか? === テキスト入力ボックスで、キャンセルとOKボタンの間のボタンを押して、入力したい言語を選択してください (小さな三角のボタンをクリックすると、現在使用可能な全ての文字を見ることができます)。 言語ボタンが見つからない場合はCtrlを押してみて下さい。 === LFSに関するファイルをLFSに関連付けるにはどうすればよいですか? === 関連付けたいファイル (*.lyt、*.set) を右クリックし、プログラムから開くをクリックし、LFSを選択して起動することで、関連付けを行うことができます。これを行うと、新しいファイルをダウンロードした際に、ダブルクリックするだけで正しいフォルダに自動的にファイルがコピーされます。 LFSのリプレイファイル (.spr、.mpr) をWebページのリンクから再生したい場合についても、同様に関連付けすることで再生できます。 公式パッチZ28から、LFSのインストーラーに関連付けの項目が追加されました。インストール後に関連付けセットアップを行いたい場合、[https://www.lfs.net/downloads LFS Associations] が便利です。 <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 778f56fac138b67b957465de8b712f96bd1fba63 2432 2431 2017-03-24T13:18:05Z Skylinekakkoii 57 /* 色のついた文字を入力するにはどうすればよいですか? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 GHz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 GHz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は [[LFSをLinux上で動作させる]] をご覧ください。 === どんなコントローラに対応しているの? === ほとんど全てのステアリングコントローラ/ペダル/シフター/ハンドブレーキに対応しています。また、マウスやキーボード、ゲームパッドでも操作することができます。 === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> 3画面モニタをお使いの場合、HUDはセンターモニターに映るでしょう。<br /> LFSのバージョン0.5X10より、[[オプション#Display|Options->Display->Interface]] にて、HUDの位置を調整できるようになりました。<br /> あなたの好みのFOV(視野角)に変更することもできます。 === ホストをルーターやファイアウォールのもとで動かしたいんだけど、どのポートを開けておけばいい? === デフォルトのポートは、63392ポート(TCPとUDPの両方)です。しかし、サーバーの管理者は異なるポートを選択し、その上でサーバーを起動することができます。これは1つのコンピューター上での複数のLFSサーバーの起動を可能にします。ポートの解放方法については、各ハードウェアやソフトウェアの説明書をご覧ください。 === 私のシフターをLFSで使うことはできますか? === はい、シフターやクラッチに対応しています。[[オプション#Controls|Options->Controls]] でセットアップしてください。 === F9, F10, F11, F12 キーが動かないんだけど? === You are probably using one of those keyboards with special keys mapped as a second function to the F-keys. Use the corresponding key to switch between the special functions and the F-keys. On Logitech keyboards that key is often called "F-key". On the Microsoft Natural keyboards the special functions key is called "F Lock". === 車のタイヤが見えないんだけど? === おそらく、[[オプション#Graphics|Options->Graphics]] にて、シンプルホイールセッティングを有効化してしまったためでしょう。 FPSが非常に低い場合など、少しでも処理速度を稼ぎたい場合にはこれを有効化しておきましょう。グラフィックを優先したい場合は、このセッティングを無効化しましょう。 === シングルプレイ中には起こらないのに、オンラインプレイ中に、約5秒おきにフリーズするんだけど・・・ === いくつかのWindows ACPIドライバーのアップデートを行うことで、この問題を解決することができます。まずはじめに、全ての重要なデータをバックアップしてください。そして、デバイスマネージャーを開き、コンピューターの設定項目を展開します。次に、Advanced Configuration and Power Interface (ACPI) PCを右クリックし、ドライバーソフトウェアの更新をクリックし、アップデートを行いましょう。 === Why has LFS suddenly locked itself, no changes have been made to the computer and windows has not been reinstalled? === When your computer has been in hibernation mode before starting LFS this is known to happen. You need to restart windows and then LFS is unlocked again. Note that similar problem might occur if computer has been in hibernation mode prior to unlocking LFS. Make sure you have restarted windows before unlocking LFS. === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === パッチZにて、いくつかの車のインテリアパーツのレンダリングが、CPUではなくグラフィックボードで処理されるよう変更されました。この変更は'近代的な'GPUにはよりスムーズなFPSを提供しますが、逆に、Hardware Vertex Shadingをサポートしない、とても古い環境では遅くなることがあります。最近のグラフィックボードはほとんどの場合、HVSをサポートしています。これらは中古であればとても安く買えるので、購入して交換してみましょう。 === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字の一覧はある? === [[LFS プログラミング#LFSの文字とエスケープコード|LFSの文字とエスケープコード]] をご覧ください。 == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 ハウツー == === 色のついた文字を入力するにはどうすればよいですか? === テキスト入力ボックスで、Ctrlボタンを押し、文字色を選択してください (キーボードショートカット: Ctrl+0-8)。 0 - 黒<br /> 1 - 赤<br /> 2 - 黄緑<br /> 3 - 黄<br /> 4 - 青<br /> 5 - 紫<br /> 6 - 薄青<br /> 7 - 白<br /> 8 - 濃緑 (デフォルト) === 色のついた文字をサーバー/ホスト名につけるにはどうすればよいですか? === Dedicatedサーバー以外では上項を参考に適用してください。 Dedicatedサーバーで適用するには、サーバーの *.cfg ファイルをメモ帳などで開き、ホスト名の項目を編集してください。上項のカラーコードを参考に、^と番号を使用して入力してください。例えば、/host=^1Ho^4st Na^8me と入力すると、'''<span style="color:red">Ho</span><span style="color:blue">st Na</span><span style="color:green">me</span>''' というように表示されます。 === ファンクションキー(F1-F8 と Ctrl+F1-F8)にメッセージを割り当てるにはどうすればよいですか? === [[オプション#Game|Option->Game]] で、'F1-F8'や'CTRL +'ボタンをクリックすると、入力欄が表示されます。ここをクリックし、変更することでメッセージを割り当てられます。 === ギリシャ文字/キリル文字/かな文字/トルコ文字 などを入力するにはどうすればよいですか? === テキスト入力ボックスで、キャンセルとOKボタンの間のボタンを押して、入力したい言語を選択してください (小さな三角のボタンをクリックすると、現在使用可能な全ての文字を見ることができます)。 言語ボタンが見つからない場合はCtrlを押してみて下さい。 === LFSに関するファイルをLFSに関連付けるにはどうすればよいですか? === 関連付けたいファイル (*.lyt、*.set) を右クリックし、プログラムから開くをクリックし、LFSを選択して起動することで、関連付けを行うことができます。これを行うと、新しいファイルをダウンロードした際に、ダブルクリックするだけで正しいフォルダに自動的にファイルがコピーされます。 LFSのリプレイファイル (.spr、.mpr) をWebページのリンクから再生したい場合についても、同様に関連付けすることで再生できます。 公式パッチZ28から、LFSのインストーラーに関連付けの項目が追加されました。インストール後に関連付けセットアップを行いたい場合、[https://www.lfs.net/downloads LFS Associations] が便利です。 <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] e4560166aa362855ea535888b42068af7bcb68f2 2433 2432 2017-03-24T13:35:28Z Skylinekakkoii 57 /* 技術的な質問 */ 翻訳 wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 GHz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 GHz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は [[LFSをLinux上で動作させる]] をご覧ください。 === どんなコントローラに対応しているの? === ほとんど全てのステアリングコントローラ/ペダル/シフター/ハンドブレーキに対応しています。また、マウスやキーボード、ゲームパッドでも操作することができます。 === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> 3画面モニタをお使いの場合、HUDはセンターモニターに映るでしょう。<br /> LFSのバージョン0.5X10より、[[オプション#Display|Options->Display->Interface]] にて、HUDの位置を調整できるようになりました。<br /> あなたの好みのFOV(視野角)に変更することもできます。 === ホストをルーターやファイアウォールのもとで動かしたいんだけど、どのポートを開けておけばいい? === デフォルトのポートは、63392ポート(TCPとUDPの両方)です。しかし、サーバーの管理者は異なるポートを選択し、その上でサーバーを起動することができます。これは1つのコンピューター上での複数のLFSサーバーの起動を可能にします。ポートの解放方法については、各ハードウェアやソフトウェアの説明書をご覧ください。 === 私のシフターをLFSで使うことはできますか? === はい、シフターやクラッチに対応しています。[[オプション#Controls|Options->Controls]] でセットアップしてください。 === F9, F10, F11, F12 キーが動かないんだけど? === おそらく、ファンクションキー (F1-F12) の一部に、別の特別な機能 (カスタムキーやマクロなど) が割り当てられているキーボードを使用しているためです。この割り当てを変更するキーを使用し、ファンクションキーを使用できるように設定してください。Logicool(Logitech)製のキーボードであれば、これは "Fキー" と呼ばれています。Microsoft製のキーボードであれば、"ファンクションロックキー" もしくは "F Lock キー" と呼ばれています。 === 車のタイヤが見えないんだけど? === おそらく、[[オプション#Graphics|Options->Graphics]] にて、シンプルホイールセッティングを有効化してしまったためでしょう。 FPSが非常に低い場合など、少しでも処理速度を稼ぎたい場合にはこれを有効化しておきましょう。グラフィックを優先したい場合は、このセッティングを無効化しましょう。 === シングルプレイ中には起こらないのに、オンラインプレイ中に、約5秒おきにフリーズするんだけど・・・ === いくつかのWindows ACPIドライバーのアップデートを行うことで、この問題を解決することができます。まずはじめに、全ての重要なデータをバックアップしてください。そして、デバイスマネージャーを開き、コンピューターの設定項目を展開します。次に、Advanced Configuration and Power Interface (ACPI) PCを右クリックし、ドライバーソフトウェアの更新をクリックし、アップデートを行いましょう。 === コンピュータに変更を行ったり、Windowsの再インストールを行ったわけでもないのに、突然LFSをロックされたんだけど・・・ === LFSを起動する前に、コンピュータがハイバネーションモードに入っていた場合、この問題が起こることが分かっています。Windowsを再起動し、LFSをアンロックし直してください。 === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === パッチZにて、いくつかの車のインテリアパーツのレンダリングが、CPUではなくグラフィックボードで処理されるよう変更されました。この変更は'近代的な'GPUにはよりスムーズなFPSを提供しますが、逆に、Hardware Vertex Shadingをサポートしない、とても古い環境では遅くなることがあります。最近のグラフィックボードはほとんどの場合、HVSをサポートしています。これらは中古であればとても安く買えるので、購入して交換してみましょう。 === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字の一覧はある? === [[LFS プログラミング#LFSの文字とエスケープコード|LFSの文字とエスケープコード]] をご覧ください。 == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 ハウツー == === 色のついた文字を入力するにはどうすればよいですか? === テキスト入力ボックスで、Ctrlボタンを押し、文字色を選択してください (キーボードショートカット: Ctrl+0-8)。 0 - 黒<br /> 1 - 赤<br /> 2 - 黄緑<br /> 3 - 黄<br /> 4 - 青<br /> 5 - 紫<br /> 6 - 薄青<br /> 7 - 白<br /> 8 - 濃緑 (デフォルト) === 色のついた文字をサーバー/ホスト名につけるにはどうすればよいですか? === Dedicatedサーバー以外では上項を参考に適用してください。 Dedicatedサーバーで適用するには、サーバーの *.cfg ファイルをメモ帳などで開き、ホスト名の項目を編集してください。上項のカラーコードを参考に、^と番号を使用して入力してください。例えば、/host=^1Ho^4st Na^8me と入力すると、'''<span style="color:red">Ho</span><span style="color:blue">st Na</span><span style="color:green">me</span>''' というように表示されます。 === ファンクションキー(F1-F8 と Ctrl+F1-F8)にメッセージを割り当てるにはどうすればよいですか? === [[オプション#Game|Option->Game]] で、'F1-F8'や'CTRL +'ボタンをクリックすると、入力欄が表示されます。ここをクリックし、変更することでメッセージを割り当てられます。 === ギリシャ文字/キリル文字/かな文字/トルコ文字 などを入力するにはどうすればよいですか? === テキスト入力ボックスで、キャンセルとOKボタンの間のボタンを押して、入力したい言語を選択してください (小さな三角のボタンをクリックすると、現在使用可能な全ての文字を見ることができます)。 言語ボタンが見つからない場合はCtrlを押してみて下さい。 === LFSに関するファイルをLFSに関連付けるにはどうすればよいですか? === 関連付けたいファイル (*.lyt、*.set) を右クリックし、プログラムから開くをクリックし、LFSを選択して起動することで、関連付けを行うことができます。これを行うと、新しいファイルをダウンロードした際に、ダブルクリックするだけで正しいフォルダに自動的にファイルがコピーされます。 LFSのリプレイファイル (.spr、.mpr) をWebページのリンクから再生したい場合についても、同様に関連付けすることで再生できます。 公式パッチZ28から、LFSのインストーラーに関連付けの項目が追加されました。インストール後に関連付けセットアップを行いたい場合、[https://www.lfs.net/downloads LFS Associations] が便利です。 <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] fe412e6ca91da7671ef086fe7a5a60e9aa7395a3 2434 2433 2017-03-24T13:35:48Z Skylinekakkoii 57 /* F9, F10, F11, F12 キーが動かないんだけど? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 GHz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 GHz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は [[LFSをLinux上で動作させる]] をご覧ください。 === どんなコントローラに対応しているの? === ほとんど全てのステアリングコントローラ/ペダル/シフター/ハンドブレーキに対応しています。また、マウスやキーボード、ゲームパッドでも操作することができます。 === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> 3画面モニタをお使いの場合、HUDはセンターモニターに映るでしょう。<br /> LFSのバージョン0.5X10より、[[オプション#Display|Options->Display->Interface]] にて、HUDの位置を調整できるようになりました。<br /> あなたの好みのFOV(視野角)に変更することもできます。 === ホストをルーターやファイアウォールのもとで動かしたいんだけど、どのポートを開けておけばいい? === デフォルトのポートは、63392ポート(TCPとUDPの両方)です。しかし、サーバーの管理者は異なるポートを選択し、その上でサーバーを起動することができます。これは1つのコンピューター上での複数のLFSサーバーの起動を可能にします。ポートの解放方法については、各ハードウェアやソフトウェアの説明書をご覧ください。 === 私のシフターをLFSで使うことはできますか? === はい、シフターやクラッチに対応しています。[[オプション#Controls|Options->Controls]] でセットアップしてください。 === F9, F10, F11, F12 キーが動かないんだけど? === おそらく、ファンクションキー (F1-F12) の一部に、別の特別な機能 (カスタムキーやマクロなど) が割り当てられているキーボードを使用しているためです。この割り当てを変更するキーを使用し、ファンクションキーを使用できるように設定してください。Logicool (Logitech) 製のキーボードであれば、これは "Fキー" と呼ばれています。Microsoft製のキーボードであれば、"ファンクションロックキー" もしくは "F Lock キー" と呼ばれています。 === 車のタイヤが見えないんだけど? === おそらく、[[オプション#Graphics|Options->Graphics]] にて、シンプルホイールセッティングを有効化してしまったためでしょう。 FPSが非常に低い場合など、少しでも処理速度を稼ぎたい場合にはこれを有効化しておきましょう。グラフィックを優先したい場合は、このセッティングを無効化しましょう。 === シングルプレイ中には起こらないのに、オンラインプレイ中に、約5秒おきにフリーズするんだけど・・・ === いくつかのWindows ACPIドライバーのアップデートを行うことで、この問題を解決することができます。まずはじめに、全ての重要なデータをバックアップしてください。そして、デバイスマネージャーを開き、コンピューターの設定項目を展開します。次に、Advanced Configuration and Power Interface (ACPI) PCを右クリックし、ドライバーソフトウェアの更新をクリックし、アップデートを行いましょう。 === コンピュータに変更を行ったり、Windowsの再インストールを行ったわけでもないのに、突然LFSをロックされたんだけど・・・ === LFSを起動する前に、コンピュータがハイバネーションモードに入っていた場合、この問題が起こることが分かっています。Windowsを再起動し、LFSをアンロックし直してください。 === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === パッチZにて、いくつかの車のインテリアパーツのレンダリングが、CPUではなくグラフィックボードで処理されるよう変更されました。この変更は'近代的な'GPUにはよりスムーズなFPSを提供しますが、逆に、Hardware Vertex Shadingをサポートしない、とても古い環境では遅くなることがあります。最近のグラフィックボードはほとんどの場合、HVSをサポートしています。これらは中古であればとても安く買えるので、購入して交換してみましょう。 === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字の一覧はある? === [[LFS プログラミング#LFSの文字とエスケープコード|LFSの文字とエスケープコード]] をご覧ください。 == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダーrace calendar] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 A place to get started is the [[League_Racing_Guide|League Racing Guide]]. == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 ハウツー == === 色のついた文字を入力するにはどうすればよいですか? === テキスト入力ボックスで、Ctrlボタンを押し、文字色を選択してください (キーボードショートカット: Ctrl+0-8)。 0 - 黒<br /> 1 - 赤<br /> 2 - 黄緑<br /> 3 - 黄<br /> 4 - 青<br /> 5 - 紫<br /> 6 - 薄青<br /> 7 - 白<br /> 8 - 濃緑 (デフォルト) === 色のついた文字をサーバー/ホスト名につけるにはどうすればよいですか? === Dedicatedサーバー以外では上項を参考に適用してください。 Dedicatedサーバーで適用するには、サーバーの *.cfg ファイルをメモ帳などで開き、ホスト名の項目を編集してください。上項のカラーコードを参考に、^と番号を使用して入力してください。例えば、/host=^1Ho^4st Na^8me と入力すると、'''<span style="color:red">Ho</span><span style="color:blue">st Na</span><span style="color:green">me</span>''' というように表示されます。 === ファンクションキー(F1-F8 と Ctrl+F1-F8)にメッセージを割り当てるにはどうすればよいですか? === [[オプション#Game|Option->Game]] で、'F1-F8'や'CTRL +'ボタンをクリックすると、入力欄が表示されます。ここをクリックし、変更することでメッセージを割り当てられます。 === ギリシャ文字/キリル文字/かな文字/トルコ文字 などを入力するにはどうすればよいですか? === テキスト入力ボックスで、キャンセルとOKボタンの間のボタンを押して、入力したい言語を選択してください (小さな三角のボタンをクリックすると、現在使用可能な全ての文字を見ることができます)。 言語ボタンが見つからない場合はCtrlを押してみて下さい。 === LFSに関するファイルをLFSに関連付けるにはどうすればよいですか? === 関連付けたいファイル (*.lyt、*.set) を右クリックし、プログラムから開くをクリックし、LFSを選択して起動することで、関連付けを行うことができます。これを行うと、新しいファイルをダウンロードした際に、ダブルクリックするだけで正しいフォルダに自動的にファイルがコピーされます。 LFSのリプレイファイル (.spr、.mpr) をWebページのリンクから再生したい場合についても、同様に関連付けすることで再生できます。 公式パッチZ28から、LFSのインストーラーに関連付けの項目が追加されました。インストール後に関連付けセットアップを行いたい場合、[https://www.lfs.net/downloads LFS Associations] が便利です。 <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 6fc16e88d149d02c9aa2b009319eb66249963ec7 その他 0 1465 2405 2273 2017-03-20T15:46:28Z Skylinekakkoii 57 wikitext text/x-wiki == AIをトレーニングする == 他のシミュレーターに比べると、LFSのAI(Artificial Intelligence)は非常に優秀で、走り方や競争する方法を学びます。しかし、彼らの走行するラインは非常に奇妙です。低速コーナーではそれほど悪くないのですが、レベルやスピードが上がるにつれ、壁に当たったり、愚かなことをし始めます。 To train the AI you select the level of learning and setup, you want to use and set the track and amount of laps, Scawen has told me the AI learn in all modes as long as 1 lap is completed, He suggests it is a good idea to include a faster and a slower car in the pack to randomize the pack and make the AI work to pass slow etc. He has taken onboard some suggestions for future updates to training such as a progressive training mode that will cycle through a set range of tracks cars and learning levels adding faster and slower cars, so you can set and train overnight / weekends etc in unattended mode. There are five different levels of training availavle from newbie to pro. It appears that there is no cumulative effect or progressive knowledge gained from a previous level, this is based on each .knw file being specific to a track and level, to explain this further, we’ll look into the use of the .knw file, This is found in the knw folder here the stored results of the training for each individual AI is kept. I.E. You train AI 1 at South City Classic in “learner” mode using FXO TURBO car, it saves the completed knowledge file (.knw) as “AI1_FXOTURBO_SthCty_Clssc_LEARNER.knw”, now if we train the same AI1 and car / setup at the higher Pro level it saves a different file “AI1_FXOTURBO_SthCty_Clssc_PRO.knw”. This indicates there is no progressive learning, which is a shame I’d like to see the AI learn from previous levels incrementally, at lower /slower levels the AI have smooth non-wall banging moves, this disappears the moment Quick or Pro levels are introduced. Beware if at a later date you change the AI name from AI x to a proper name like Schumacher or Brock, it will no longer be trained, it depends on the .knw file to be the same name as the AI or that training is not associated with the car, The same doesn’t apply to setups, change the setup with the same AI and it adds that setup to its knowledge base, this is evident when the race starts as there is no “drivers first time” message displayed. The best way to train the AI is to be methodical about it. First determine what level of competence you really are at in LFS in your own driving ability, be honest! Then train the AI at that level to provide you with some good competition and improve your skills. These are the best ways I find to train at first, select your range of cars, I select 8 of one class, maybe gti and add some faster cars and make one GTi real slow by fooling around with the gearing so it can only do 80 mph top! Set the laps to practice, track to whatever and start racing, record the times of the main cars (GTi class) after first flying lap is completed (end of lap 2) and go to bed or away for the weekend. I have made an Excel worksheet for this purpose (Avail at RSC). When you return, record the last lap times in the worksheet I have provided, giving you the improvement time for that car at this level of training. Then end race. This saves the .knw files, repeat for all cars all tracks all levels and then race against the AI at the lower levels till you can pass them under brakes avoid the mishaps and beat them every time, then you move up to the next level of AI, when you can race and beat them at Pro level go online, you are now experienced and safe to race against. Scawen suggests the AI learn to a high level of competence in about 60 laps. <!-- 他言語へのリンク --> [[de:Sonstiges]] [[en:Misc]] 259287b1c3ef4ea579a46c6d83538ddd08741ed9 LFSについて 0 1434 2406 2309 2017-03-20T15:53:13Z Skylinekakkoii 57 /* LFSのリリースの完全なリスト */ wikitext text/x-wiki [[image:Multiplay.jpg|thumb|S2でFormula XRを使用してのインターネットマルチプレイレース]] [[image:Real.jpg|thumb|Live for Speed S2での素晴らしいタイヤ物理演算]] [[image:Setup.jpg|thumb|Choose between various setup settings]] [[image:LFS_800.gif|thumb|古いLFSロゴ]] [[image:Lfsveryold.jpg|thumb|最初期のLFSの開発バージョン]] [[image:Gtt miami.jpg|thumb|The GT Turbo in LFS v0.1 at an unpublished city track in Miami.]] Live for Speed is an online racing simulator developed by Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales). Its main features are the realistic physic engine and internet multiplayer with up to 40 players. The game is only sold at the official website http://www.lfs.net. You won't find it in any shops as the developers want to stay independent from any publisher, so they can include exactly the features they want to have in the game and do not have to change the game according to some manager's opinion. Starting as a demo in August 2002 more and more people tried the game and joined the internet community. With a lot of development progress the first stage (S1) of the game was published in July 2003. Two years later (2005) the S2 Alpha version was released and was under development with fresh new updates every 6 months to a year, not including test patches. Now the S3 license is available with Rockingham, a new laser scanned track (more content scheduled for the S3 license). VW Scirocco and a completely re-written tyre physics engine are planned for the future. The three developers have a close connection to the community and they frequently visit the official forum to get ideas of what the players want to see in the game. All the new updates to the game are accessible by the auto updater from within LFS. <!-- Live for Speedは、Scawen Roberts (game engine), Eric Bailey (tracks & cars) and Victor van Vlaardingen (music, website, sales)によって開発されたオンラインレーシングシミュレータである。主な特徴は、現実的な物理エンジンと最高32プレイヤーによるインターネットマルチプレイです。 ゲームはオフィシャルサイト http://www.lfs.net/ のみから購入することができる。(※日本では有志でパッケージ販売をされている方がおります)LFSをどんなお店でも見つけられないのは、開発者がパブリッシャーから独立していたいという意向があるからである。独立しているからこそ彼らがゲームで欲しい特徴を自由に含むことができ、マネージャの意見によってゲームを変える必要がないということです。 2002年8月にデモがスタートし、より多くの人々がゲームを試しそして、インターネットコミュニティーに加わりました。多くの開発過程を得て、Live for Speedの第一ステージ(S1)は2003年7月にリリースされました。 その2年後にS2 Alphaがリリースされ現在は開発途中である。 The three developers have a close connection to the community and you recently visit the official forum to get ideas what the players want to see in the game. The game is being developed all the time and new features are published in free patches. --> == 物理エンジン == The outer loop of the physics and environment checks run at 100 Hz, but with 20 uninterruptable sub-updates inside that (tight loop on each car) so in one sense it's 2000 Hz physics. == LFSの歴史 == * Sometime in 1999: Working on Lionhead's Black & White, Scawen starts to write a small stunt simulator with mouse steering in his free time * Spring 2001: After the release of Black & White, Scawen and Eric leave Lionhead to work fulltime on LFS * 18.08.2002: A user of the West Racing forum finds the demo test 0.04k on the internet and spreads the word about LFS: http://www.west-racing.com/forum/index.php?topic=958.0 * 19.09.2002: The official LFS forum starts at Race Sim Central: http://forum.rscnet.org/forumdisplay.php?f=205 * 17.07.2003: Release of Live for Speed S1, the first full LFS release * 29.07.2003: The LFSWorld website goes online http://www.lfsworld.net/ * 25.06.2005: Release of the Live for Speed S2 Alpha * 10.08.2005: The new official LFS forum goes online: http://www.lfsforum.net * 28.05.2007: LFS Merchandise website: http://www.lfsshop.net * 05.09.2014: LFS website is revamped: http://www.lfs.net * 19.12.2015: S3 License available == Major LFS releases == * 18.08.2002: 0.04k - The first public LFS version ever * 06.09.2002: 0.1B - Demo test with added reversed track configs * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 17.07.2003: 0.3A - S1 * 05.04.2005: 0.5K - S2 Demo Alpha, features work-in-progress S2 physics but with only demo content * 25.06.2005: 0.5P - S2 Alpha, physics improved since 0.5K but still in development, full S2 content available * 19.12.2015: 0.6K - The S3 License is available == LFSのリリースの完全なリスト == このリストはリリースされた多くのテストパッチを含んでいないことに注意してください。 LFSのリリースの歴史のチェンジログを含んだ完全なリストは、[[バージョンの歴史]] もしくは[[バージョンの歴史(完全版)]](全てのテストパッチが含まれています) をご覧ください。 === Demoテスト時代 === * 18.08.2002: '''0.04k''' - The first ever public version of Live for Speed * 31.08.2002: 0.04Q - ??? * 06.09.2002: '''0.1B''' - Major update, lots of bug fixes and surprises * 11.09.2002: 0.1C - ??? * 15.09.2002: 0.1E - Greatly improved controller support * 11.10.2002: 0.1F - Replays controls, more options and improvements * 27.10.2002: 0.1H2 - Added multiplayer replays, other small improvements and bug fixes * 09.11.2002: 0.1J - Small improvements and bug fixes * 13.12.2002: 0.1N - Small improvements and bug fixes * 30.01.2003: 0.1P - Small improvements and bug fixes * 05.02.2003: 0.1Q - Small improvements and bug fixes * 19.02.2003: 0.1T - Small improvements and bug fixes * 04.03.2003: 0.1W - Mostly bug fixes * 22.03.2003: '''0.2A''' - Demo test, similar to S1 but without the new cars & tracks * 02.04.2003: 0.2B - Uses UDP packets for car position updates, various minor fixes * 02.04.2003: 0.2C - 0.2B had a bug and was replaced by 0.2C the same day * 07.05.2003: 0.2D - Adds skins_x directory for other drivers' skins * 01.06.2003: 0.2E - New SPR replay format (was GST format), added bump stops, gear ratios individually adjustable * 25.06.2003: 0.2F - Master server IP change update === S1 時代 === * 17.07.2003: '''0.3A''' - First release with paid for content * 25.09.2003: 0.3B - Adds translations, fixes many bugs * 30.10.2003: 0.3C - Allows up to 16 players to race online at once (previously 12), adds remote administration * 31.10.2003: 0.3D - Small bug fixes * 15.12.2003: 0.3E - Adds a new car (MRT5) * 02.03.2004: 0.3F - Adds HVS support, in-game LFS World integration and makes changes to keyboard steering system (less assists) * 08.04.2004: 0.3G - Reduces multiplayer warping, faster server browser, adds option to block chat messages * 08.10.2004: 0.3H - Adds skid marks and improved online stability === S2 プレアルファ時代 === * 14.08.2004: 0.5A - Pre-alpha tested at the Games Convention in Leipzig, included MRT6 and LX8 GTR === S2 アルファ時代 === * 15.01.2005: 0.5D - S2 CMX viewer released so work on S2 skins could begin * 11.02.2005: 0.5F - Early alpha build leaked across the net at some point in March, S2 content included but only S1 content could be unlocked * 05.04.2005: '''0.5K''' - Demo content only with numerous WIP improvements from v0.3 * 30.04.2005: 0.5L - Updated demo with the addition of clutch pack differentials and improved tyre heating * 17.06.2005: 0.5N - Updated CMX viewer released only * 25.06.2005: '''0.5P''' - First official release with full S2 content, up to 20 cars per server * 27.11.2005: 0.5Q - Improved international support * 18.04.2006: 0.5S - Updated CMX viewer released only * 21.04.2006: 0.5T - Improved tyre & aero physics, a new car ([[シングルシーター#BMW Sauber F1 (Formula One)|BMW Sauber F1.06]]), two new configurations for [[Tracks:Aston|Aston]] and much more * 29.04.2006: 0.5U - Adds Outgauge system, server welcome messages, also fixes many small bugs * 22.12.2006: 0.5V - New engine sound system, improved multiplayer, auto-patcher system and many small GUI and usability improvements * 31.03.2007: 0.5W - Improved car sounds, various graphical updates, many small other improvements * 08.06.2007: 0.5X - Improved multiplayer (up to 32 cars per server), pre-load added to clutch pack diffs, handicaps system, high-res skin downloading * 08.07.2007: 0.5X10 - Adds force cockpit view option, lots of smaller usability improvements * 21.12.2007: 0.5Y - Improved physics, updated tracks ([[South City]] and [[Blackwood]]), a new car ([[シングルシーター#Formula BMW|Formula BMW FB02]]), engine stall, clutch wear, AI improvement * 02.07.2008: 0.5Z - New interiors for some cars, physics parameter updates, replay controls, demo licencing, and more langauge translations * 28.10.2009: 0.5Z25 - Improved car shadows, new wheel drawing system, improved road car dashboards, ABS brakes on some road cars, improved and much faster List of Hosts, powerful and flexible multiple screen support * 25.11.2009: 0.5Z28 - Installer, storage of multiple host passwords, added support for lfs:// * 17.06.2011: 0.6B - Open track configurations, autocross and object improvements, collision reporting system and other [[InSim]] changes, adjustable tyre warmers for hot lapping * 30.11.2012: 0.6E - Multiplayer improvements – New "instant" join system for fast and reliable connection, new packet buffering and storage system, new hacking protection and cheat detection systems * 21.06.2014: 0.6F - Support for 3D devices (3D TVs, Oculus Rift), DirectX 9 graphics engine * 27.09.2014: 0.6G - Oculus Rift DK2 support, graphical improvements * 02.04.2015: 0.6H - Rebuilt and extended version of the [[Westhill]] racing environment with additional configurations, full support for open configurations, improvements to the layout editor * 15.08.2015: 0.6J - High performance update === S3 時代 === * 19.12.2015: '''0.6K''' - The S3 license is now available with [[Rockingham]], graphical improvements including new reflections and dynamic environment maps, AI improvements, support for HTC Vive * 13.02.2016: 0.6M - Rockingham update, borderless window system and other fixes * 24.03.2016: 0.6N - Updates in VR ("look and click" system, virtual keyboard) and audio * 16.04.2016: 0.6P - Updates in VR and controller support * 03.09.2016: 0.6Q - New system to simulate the mirrors realistically, full stereoscopic 3D mirrors in VR modes * 28.01.2017: 0.6R - Rebuilt and extended version of the [[Blackwood]] racing environment (plus an industrial estate open area), minor improvements (shadows, track maps) ''リストにないバージョンは、テストのためにベータチームにのみ配られています。'' [[File:LFSTimeline.png|center]] 詳細は https://www.lfs.net/news をご覧ください。 == 開発チーム == <gallery> image:Dev_team.jpg|(左から右へ) Eric, Victor, Scawen image:Scawen.jpg|Scawen Roberts (とその息子Leoくん) image:Eric.jpg|Eric Bailey image:Vic.jpg|Victor van Vlaardingen image:Sev.jpg|2004年デンマークにてS2 Alphaをプレゼン中の開発チーム </gallery> == インタビュー == * [http://www.textfiles.com/magazines/DEMONEWS/demonews.074 Victor, demonews dec 1994] * [http://www.planetblackandwhite.com/features/interviews/scawen.shtml Scawen, planetb&w - feb 2001] * [http://www.bhmotorsports.com/article/79 All, BHM - nov 2002] * [http://www.doupe.cz/h/Special/AR.asp?ARI=103555 All, doupe.cz - April 2003] * [http://boomtown.net/en_uk/articles/art.view.php?id=3900 Eric, Boomtown - dec 2003] * [http://www.zt-racing.com/?p=interview Victor, ZockerTempel - jul 2004] * [http://nic.mm2c.com/index.php?page=inter_1 All, teamnic - Sept 2004] * [http://www.planet3dgames.de/index.php?site=news&id=1798 Victor, planet3dgames - march 2005] * [http://www.simracingportugal.net/lofiversion/index.php/t324.html All, simracingportugal - Mar 2005] * [http://liveforspeed.dk/index.php?option=com_content&task=view&id=85&Itemid=47 Victor, lfs.dk - march 2006] * [http://autosimsport.net/issues/autosimsport_v2i5.zip Victor & Scawen, Autosimsport May 2006 (p25)] * [http://www.liveforspeed.no/index.php?side=intervju&med=victor&spraak=engelsk All, lfs.no - Sept 2006] <!-- 他言語へのリンク --> [[cs:O LFS]] [[de:Über LFS]] [[en:About LFS]] [[fr:A propos de LFS]] [[hu:Az LFS-ről]] [[nl:Over LFS]] 77b77f17a5a8558ee13e11eac1f1929dc7d86a15 2407 2406 2017-03-20T16:17:06Z Skylinekakkoii 57 説明文翻訳 wikitext text/x-wiki [[image:Multiplay.jpg|thumb|S2でFormula XRを使用してのインターネットマルチプレイレース]] [[image:Real.jpg|thumb|Live for Speed S2での素晴らしいタイヤ物理演算]] [[image:Setup.jpg|thumb|様々な項目を調整できます]] [[image:LFS_800.gif|thumb|古いLFSロゴ]] [[image:Lfsveryold.jpg|thumb|最初期のLFSの開発バージョン]] [[image:Gtt miami.jpg|thumb|公開されていないマイアミ市街地コースを走行する、LFS v0.1でのGT Turbo]] Live for Speed は、Scawen Roberts (ゲームエンジン)、Eric Bailey (サーキットと車)、Victor van Vlaardingen (音楽、Webサイト、販売) によって開発されているオンラインレーシングシミュレーターです。LFSの主な特徴は、そのリアルな物理エンジンと最大40人のプレイヤーとプレイできるマルチプレイモードです。 このゲームは [https://www.lfs.net/shop/ 公式Webサイト] でのみ販売されています。他の店などで購入できないのは、開発者たちがパブリッシャーをつけず、独立していたいと望んでいるためです。このため、彼らの望む機能をゲームに追加することができ、マネージャーなどの意見によってゲームのコンテンツを意図しない形で変更する必要がなくなっています。 2002年8月 に Demo版 としてリリースされ、たくさんの人々がこのゲームを試し、そしてインターネットコミュニティに参加しました。多くの開発過程を経て、LFSの ファーストステージ(S1) が 2003年7月 にリリースされました。その2年後(2005年)、S2 Alphaがリリースされ、6か月から1年ごとに新鮮なアップデート開発されてきました(テストパッチは含みません)。 そして現在、S3ライセンスが利用可能になりました。[[Rockingham]] と呼ばれる、新しくレーザースキャンされたサーキットが追加されました (より多くのコンテンツがS3ラインセンスに追加される予定です)。 VW Scirocco と完全に作り直されたタイヤの物理エンジンが将来行われる予定です。 3人の開発者たちはコミュニティに密接しており、彼らはよく、アイデアを得たり、プレイヤーがLFSに対して何を望んでいるのかを知るために公式フォーラムに訪れます。全ての新しいアップデートはLFSの自動アップデート機能によりアクセスできます。 == 物理エンジン == 物理エンジンと環境の処理演算は 100Hz 周期で行われています。この演算中には割り込みの起こらない、20 のサブアップデート(車ごとの小さなループ)が行われるため、2000Hz の物理演算が行われているとも言えます。 == LFSの歴史 == * Sometime in 1999: Working on Lionhead's Black & White, Scawen starts to write a small stunt simulator with mouse steering in his free time * Spring 2001: After the release of Black & White, Scawen and Eric leave Lionhead to work fulltime on LFS * 18.08.2002: A user of the West Racing forum finds the demo test 0.04k on the internet and spreads the word about LFS: http://www.west-racing.com/forum/index.php?topic=958.0 * 19.09.2002: The official LFS forum starts at Race Sim Central: http://forum.rscnet.org/forumdisplay.php?f=205 * 17.07.2003: Release of Live for Speed S1, the first full LFS release * 29.07.2003: The LFSWorld website goes online http://www.lfsworld.net/ * 25.06.2005: Release of the Live for Speed S2 Alpha * 10.08.2005: The new official LFS forum goes online: http://www.lfsforum.net * 28.05.2007: LFS Merchandise website: http://www.lfsshop.net * 05.09.2014: LFS website is revamped: http://www.lfs.net * 19.12.2015: S3 License available == Major LFS releases == * 18.08.2002: 0.04k - The first public LFS version ever * 06.09.2002: 0.1B - Demo test with added reversed track configs * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 17.07.2003: 0.3A - S1 * 05.04.2005: 0.5K - S2 Demo Alpha, features work-in-progress S2 physics but with only demo content * 25.06.2005: 0.5P - S2 Alpha, physics improved since 0.5K but still in development, full S2 content available * 19.12.2015: 0.6K - The S3 License is available == LFSのリリースの完全なリスト == このリストはリリースされた多くのテストパッチを含んでいないことに注意してください。 LFSのリリースの歴史のチェンジログを含んだ完全なリストは、[[バージョンの歴史]] もしくは[[バージョンの歴史(完全版)]](全てのテストパッチが含まれています) をご覧ください。 === Demoテスト時代 === * 18.08.2002: '''0.04k''' - The first ever public version of Live for Speed * 31.08.2002: 0.04Q - ??? * 06.09.2002: '''0.1B''' - Major update, lots of bug fixes and surprises * 11.09.2002: 0.1C - ??? * 15.09.2002: 0.1E - Greatly improved controller support * 11.10.2002: 0.1F - Replays controls, more options and improvements * 27.10.2002: 0.1H2 - Added multiplayer replays, other small improvements and bug fixes * 09.11.2002: 0.1J - Small improvements and bug fixes * 13.12.2002: 0.1N - Small improvements and bug fixes * 30.01.2003: 0.1P - Small improvements and bug fixes * 05.02.2003: 0.1Q - Small improvements and bug fixes * 19.02.2003: 0.1T - Small improvements and bug fixes * 04.03.2003: 0.1W - Mostly bug fixes * 22.03.2003: '''0.2A''' - Demo test, similar to S1 but without the new cars & tracks * 02.04.2003: 0.2B - Uses UDP packets for car position updates, various minor fixes * 02.04.2003: 0.2C - 0.2B had a bug and was replaced by 0.2C the same day * 07.05.2003: 0.2D - Adds skins_x directory for other drivers' skins * 01.06.2003: 0.2E - New SPR replay format (was GST format), added bump stops, gear ratios individually adjustable * 25.06.2003: 0.2F - Master server IP change update === S1 時代 === * 17.07.2003: '''0.3A''' - First release with paid for content * 25.09.2003: 0.3B - Adds translations, fixes many bugs * 30.10.2003: 0.3C - Allows up to 16 players to race online at once (previously 12), adds remote administration * 31.10.2003: 0.3D - Small bug fixes * 15.12.2003: 0.3E - Adds a new car (MRT5) * 02.03.2004: 0.3F - Adds HVS support, in-game LFS World integration and makes changes to keyboard steering system (less assists) * 08.04.2004: 0.3G - Reduces multiplayer warping, faster server browser, adds option to block chat messages * 08.10.2004: 0.3H - Adds skid marks and improved online stability === S2 プレアルファ時代 === * 14.08.2004: 0.5A - Pre-alpha tested at the Games Convention in Leipzig, included MRT6 and LX8 GTR === S2 アルファ時代 === * 15.01.2005: 0.5D - S2 CMX viewer released so work on S2 skins could begin * 11.02.2005: 0.5F - Early alpha build leaked across the net at some point in March, S2 content included but only S1 content could be unlocked * 05.04.2005: '''0.5K''' - Demo content only with numerous WIP improvements from v0.3 * 30.04.2005: 0.5L - Updated demo with the addition of clutch pack differentials and improved tyre heating * 17.06.2005: 0.5N - Updated CMX viewer released only * 25.06.2005: '''0.5P''' - First official release with full S2 content, up to 20 cars per server * 27.11.2005: 0.5Q - Improved international support * 18.04.2006: 0.5S - Updated CMX viewer released only * 21.04.2006: 0.5T - Improved tyre & aero physics, a new car ([[シングルシーター#BMW Sauber F1 (Formula One)|BMW Sauber F1.06]]), two new configurations for [[Tracks:Aston|Aston]] and much more * 29.04.2006: 0.5U - Adds Outgauge system, server welcome messages, also fixes many small bugs * 22.12.2006: 0.5V - New engine sound system, improved multiplayer, auto-patcher system and many small GUI and usability improvements * 31.03.2007: 0.5W - Improved car sounds, various graphical updates, many small other improvements * 08.06.2007: 0.5X - Improved multiplayer (up to 32 cars per server), pre-load added to clutch pack diffs, handicaps system, high-res skin downloading * 08.07.2007: 0.5X10 - Adds force cockpit view option, lots of smaller usability improvements * 21.12.2007: 0.5Y - Improved physics, updated tracks ([[South City]] and [[Blackwood]]), a new car ([[シングルシーター#Formula BMW|Formula BMW FB02]]), engine stall, clutch wear, AI improvement * 02.07.2008: 0.5Z - New interiors for some cars, physics parameter updates, replay controls, demo licencing, and more langauge translations * 28.10.2009: 0.5Z25 - Improved car shadows, new wheel drawing system, improved road car dashboards, ABS brakes on some road cars, improved and much faster List of Hosts, powerful and flexible multiple screen support * 25.11.2009: 0.5Z28 - Installer, storage of multiple host passwords, added support for lfs:// * 17.06.2011: 0.6B - Open track configurations, autocross and object improvements, collision reporting system and other [[InSim]] changes, adjustable tyre warmers for hot lapping * 30.11.2012: 0.6E - Multiplayer improvements – New "instant" join system for fast and reliable connection, new packet buffering and storage system, new hacking protection and cheat detection systems * 21.06.2014: 0.6F - Support for 3D devices (3D TVs, Oculus Rift), DirectX 9 graphics engine * 27.09.2014: 0.6G - Oculus Rift DK2 support, graphical improvements * 02.04.2015: 0.6H - Rebuilt and extended version of the [[Westhill]] racing environment with additional configurations, full support for open configurations, improvements to the layout editor * 15.08.2015: 0.6J - High performance update === S3 時代 === * 19.12.2015: '''0.6K''' - The S3 license is now available with [[Rockingham]], graphical improvements including new reflections and dynamic environment maps, AI improvements, support for HTC Vive * 13.02.2016: 0.6M - Rockingham update, borderless window system and other fixes * 24.03.2016: 0.6N - Updates in VR ("look and click" system, virtual keyboard) and audio * 16.04.2016: 0.6P - Updates in VR and controller support * 03.09.2016: 0.6Q - New system to simulate the mirrors realistically, full stereoscopic 3D mirrors in VR modes * 28.01.2017: 0.6R - Rebuilt and extended version of the [[Blackwood]] racing environment (plus an industrial estate open area), minor improvements (shadows, track maps) ''リストにないバージョンは、テストのためにベータチームにのみ配られています。'' [[File:LFSTimeline.png|center]] 詳細は https://www.lfs.net/news をご覧ください。 == 開発チーム == <gallery> image:Dev_team.jpg|(左から右へ) Eric, Victor, Scawen image:Scawen.jpg|Scawen Roberts (とその息子Leoくん) image:Eric.jpg|Eric Bailey image:Vic.jpg|Victor van Vlaardingen image:Sev.jpg|2004年デンマークにてS2 Alphaをプレゼン中の開発チーム </gallery> == インタビュー == * [http://www.textfiles.com/magazines/DEMONEWS/demonews.074 Victor, demonews dec 1994] * [http://www.planetblackandwhite.com/features/interviews/scawen.shtml Scawen, planetb&w - feb 2001] * [http://www.bhmotorsports.com/article/79 All, BHM - nov 2002] * [http://www.doupe.cz/h/Special/AR.asp?ARI=103555 All, doupe.cz - April 2003] * [http://boomtown.net/en_uk/articles/art.view.php?id=3900 Eric, Boomtown - dec 2003] * [http://www.zt-racing.com/?p=interview Victor, ZockerTempel - jul 2004] * [http://nic.mm2c.com/index.php?page=inter_1 All, teamnic - Sept 2004] * [http://www.planet3dgames.de/index.php?site=news&id=1798 Victor, planet3dgames - march 2005] * [http://www.simracingportugal.net/lofiversion/index.php/t324.html All, simracingportugal - Mar 2005] * [http://liveforspeed.dk/index.php?option=com_content&task=view&id=85&Itemid=47 Victor, lfs.dk - march 2006] * [http://autosimsport.net/issues/autosimsport_v2i5.zip Victor & Scawen, Autosimsport May 2006 (p25)] * [http://www.liveforspeed.no/index.php?side=intervju&med=victor&spraak=engelsk All, lfs.no - Sept 2006] <!-- 他言語へのリンク --> [[cs:O LFS]] [[de:Über LFS]] [[en:About LFS]] [[fr:A propos de LFS]] [[hu:Az LFS-ről]] [[nl:Over LFS]] 639d09a8fda9090d0e5680bd7af88b2d1af09b52 2446 2407 2017-05-05T12:54:09Z Skylinekakkoii 57 見出し変更 /* LFSの歴史 */ 翻訳 wikitext text/x-wiki [[image:Multiplay.jpg|thumb|S2でFormula XRを使用してのインターネットマルチプレイレース]] [[image:Real.jpg|thumb|Live for Speed S2での素晴らしいタイヤ物理演算]] [[image:Setup.jpg|thumb|様々な項目を調整できます]] [[image:LFS_800.gif|thumb|古いLFSロゴ]] [[image:Lfsveryold.jpg|thumb|最初期のLFSの開発バージョン]] [[image:Gtt miami.jpg|thumb|公開されていないマイアミ市街地コースを走行する、LFS v0.1でのGT Turbo]] Live for Speed は、Scawen Roberts (ゲームエンジン)、Eric Bailey (サーキットと車)、Victor van Vlaardingen (音楽、Webサイト、販売) によって開発されているオンラインレーシングシミュレーターです。LFSの主な特徴は、そのリアルな物理エンジンと最大40人のプレイヤーとプレイできるマルチプレイモードです。 このゲームは [https://www.lfs.net/shop/ 公式Webサイト] でのみ販売されています。他の店などで購入できないのは、開発者たちがパブリッシャーをつけず、独立していたいと望んでいるためです。このため、彼らの望む機能をゲームに追加することができ、マネージャーなどの意見によってゲームのコンテンツを意図しない形で変更する必要がなくなっています。 2002年8月 に Demo版 としてリリースされ、たくさんの人々がこのゲームを試し、そしてインターネットコミュニティに参加しました。多くの開発過程を経て、LFSの ファーストステージ(S1) が 2003年7月 にリリースされました。その2年後(2005年)、S2 Alphaがリリースされ、6か月から1年ごとに新鮮なアップデート開発されてきました(テストパッチは含みません)。 そして現在、S3ライセンスが利用可能になりました。[[Rockingham]] と呼ばれる、新しくレーザースキャンされたサーキットが追加されました (より多くのコンテンツがS3ラインセンスに追加される予定です)。 VW Scirocco と完全に作り直されたタイヤの物理エンジンが将来行われる予定です。 3人の開発者たちはコミュニティに密接しており、彼らはよく、アイデアを得たり、プレイヤーがLFSに対して何を望んでいるのかを知るために公式フォーラムに訪れます。全ての新しいアップデートはLFSの自動アップデート機能によりアクセスできます。 == 物理エンジン == 物理エンジンと環境の処理演算は 100Hz 周期で行われています。この演算中には割り込みの起こらない、20 のサブアップデート(車ごとの小さなループ)が行われるため、2000Hz の物理演算が行われているとも言えます。 == LFSの歴史 == * 1999年のある日: イギリスのゲーム制作会社「Lionhead Studio」にて、ゲーム「Black & White」を制作中、Scawenはフリータイム中に小さなスタントシミュレーターを作り始めました。 * 2001年 春: 「Black & White」のリリース後、ScawenとEricはLFSに彼らの全ての時間を使うため、「Lionhead Studio」を退職しました。 * 2002年8月18日: ゲーム「West Racing」のフォーラムユーザーがデモテストの0.04kを見つけ、これがインターネット上でLFSが広まるきっかけとなりました。http://www.west-racing.com/forum/index.php?topic=958.0 * 2002年9月19日: 公式LFSフォーラムがRace Sim Centralにて開かれました。http://forum.rscnet.org/forumdisplay.php?f=205 * 2003年7月17日: Live for Speed S1のリリース。初のフルバージョンのLFSです。 * 2003年7月29日: Webサイト LFSWorld がオンラインになりました。 http://www.lfsworld.net/ * 2005年6月25日: Live for Speed S2 Alphaのリリース。 * 2005年8月10日: 新しい公式LFSフォーラムがオンラインになりました。http://www.lfsforum.net * 2007年5月28日: LFS Merchandise (雑貨店) Webサイトがオープンしました。http://www.lfsshop.net * 2014年9月5日: LFS Webサイトが刷新されました。http://www.lfs.net * 2015年12月19日: S3ライセンスが利用可能になりました。 == LFSのメジャーリリース == * 18.08.2002: 0.04k - The first public LFS version ever * 06.09.2002: 0.1B - Demo test with added reversed track configs * 22.03.2003: 0.2A - Demo test, similar to S1 but without the new cars & tracks * 17.07.2003: 0.3A - S1 * 05.04.2005: 0.5K - S2 Demo Alpha, features work-in-progress S2 physics but with only demo content * 25.06.2005: 0.5P - S2 Alpha, physics improved since 0.5K but still in development, full S2 content available * 19.12.2015: 0.6K - The S3 License is available == LFSの完全リリースリスト == リリースされた多くのテストパッチはこのリストには含まれていません。 LFSのリリースの歴史のチェンジログを含んだ完全なリストは、[[バージョンの歴史]] もしくは[[バージョンの歴史(完全版)]](全てのテストパッチが含まれています) をご覧ください。 === Demoテスト時代 === * 18.08.2002: '''0.04k''' - The first ever public version of Live for Speed * 31.08.2002: 0.04Q - ??? * 06.09.2002: '''0.1B''' - Major update, lots of bug fixes and surprises * 11.09.2002: 0.1C - ??? * 15.09.2002: 0.1E - Greatly improved controller support * 11.10.2002: 0.1F - Replays controls, more options and improvements * 27.10.2002: 0.1H2 - Added multiplayer replays, other small improvements and bug fixes * 09.11.2002: 0.1J - Small improvements and bug fixes * 13.12.2002: 0.1N - Small improvements and bug fixes * 30.01.2003: 0.1P - Small improvements and bug fixes * 05.02.2003: 0.1Q - Small improvements and bug fixes * 19.02.2003: 0.1T - Small improvements and bug fixes * 04.03.2003: 0.1W - Mostly bug fixes * 22.03.2003: '''0.2A''' - Demo test, similar to S1 but without the new cars & tracks * 02.04.2003: 0.2B - Uses UDP packets for car position updates, various minor fixes * 02.04.2003: 0.2C - 0.2B had a bug and was replaced by 0.2C the same day * 07.05.2003: 0.2D - Adds skins_x directory for other drivers' skins * 01.06.2003: 0.2E - New SPR replay format (was GST format), added bump stops, gear ratios individually adjustable * 25.06.2003: 0.2F - Master server IP change update === S1 時代 === * 17.07.2003: '''0.3A''' - First release with paid for content * 25.09.2003: 0.3B - Adds translations, fixes many bugs * 30.10.2003: 0.3C - Allows up to 16 players to race online at once (previously 12), adds remote administration * 31.10.2003: 0.3D - Small bug fixes * 15.12.2003: 0.3E - Adds a new car (MRT5) * 02.03.2004: 0.3F - Adds HVS support, in-game LFS World integration and makes changes to keyboard steering system (less assists) * 08.04.2004: 0.3G - Reduces multiplayer warping, faster server browser, adds option to block chat messages * 08.10.2004: 0.3H - Adds skid marks and improved online stability === S2 プレアルファ時代 === * 14.08.2004: 0.5A - Pre-alpha tested at the Games Convention in Leipzig, included MRT6 and LX8 GTR === S2 アルファ時代 === * 15.01.2005: 0.5D - S2 CMX viewer released so work on S2 skins could begin * 11.02.2005: 0.5F - Early alpha build leaked across the net at some point in March, S2 content included but only S1 content could be unlocked * 05.04.2005: '''0.5K''' - Demo content only with numerous WIP improvements from v0.3 * 30.04.2005: 0.5L - Updated demo with the addition of clutch pack differentials and improved tyre heating * 17.06.2005: 0.5N - Updated CMX viewer released only * 25.06.2005: '''0.5P''' - First official release with full S2 content, up to 20 cars per server * 27.11.2005: 0.5Q - Improved international support * 18.04.2006: 0.5S - Updated CMX viewer released only * 21.04.2006: 0.5T - Improved tyre & aero physics, a new car ([[シングルシーター#BMW Sauber F1 (Formula One)|BMW Sauber F1.06]]), two new configurations for [[Tracks:Aston|Aston]] and much more * 29.04.2006: 0.5U - Adds Outgauge system, server welcome messages, also fixes many small bugs * 22.12.2006: 0.5V - New engine sound system, improved multiplayer, auto-patcher system and many small GUI and usability improvements * 31.03.2007: 0.5W - Improved car sounds, various graphical updates, many small other improvements * 08.06.2007: 0.5X - Improved multiplayer (up to 32 cars per server), pre-load added to clutch pack diffs, handicaps system, high-res skin downloading * 08.07.2007: 0.5X10 - Adds force cockpit view option, lots of smaller usability improvements * 21.12.2007: 0.5Y - Improved physics, updated tracks ([[South City]] and [[Blackwood]]), a new car ([[シングルシーター#Formula BMW|Formula BMW FB02]]), engine stall, clutch wear, AI improvement * 02.07.2008: 0.5Z - New interiors for some cars, physics parameter updates, replay controls, demo licencing, and more langauge translations * 28.10.2009: 0.5Z25 - Improved car shadows, new wheel drawing system, improved road car dashboards, ABS brakes on some road cars, improved and much faster List of Hosts, powerful and flexible multiple screen support * 25.11.2009: 0.5Z28 - Installer, storage of multiple host passwords, added support for lfs:// * 17.06.2011: 0.6B - Open track configurations, autocross and object improvements, collision reporting system and other [[InSim]] changes, adjustable tyre warmers for hot lapping * 30.11.2012: 0.6E - Multiplayer improvements – New "instant" join system for fast and reliable connection, new packet buffering and storage system, new hacking protection and cheat detection systems * 21.06.2014: 0.6F - Support for 3D devices (3D TVs, Oculus Rift), DirectX 9 graphics engine * 27.09.2014: 0.6G - Oculus Rift DK2 support, graphical improvements * 02.04.2015: 0.6H - Rebuilt and extended version of the [[Westhill]] racing environment with additional configurations, full support for open configurations, improvements to the layout editor * 15.08.2015: 0.6J - High performance update === S3 時代 === * 19.12.2015: '''0.6K''' - The S3 license is now available with [[Rockingham]], graphical improvements including new reflections and dynamic environment maps, AI improvements, support for HTC Vive * 13.02.2016: 0.6M - Rockingham update, borderless window system and other fixes * 24.03.2016: 0.6N - Updates in VR ("look and click" system, virtual keyboard) and audio * 16.04.2016: 0.6P - Updates in VR and controller support * 03.09.2016: 0.6Q - New system to simulate the mirrors realistically, full stereoscopic 3D mirrors in VR modes * 28.01.2017: 0.6R - Rebuilt and extended version of the [[Blackwood]] racing environment (plus an industrial estate open area), minor improvements (shadows, track maps) ''リストにないバージョンは、テストのためにベータチームにのみ配られています。'' [[File:LFSTimeline.png|center]] 詳細は https://www.lfs.net/news をご覧ください。 == 開発チーム == <gallery> image:Dev_team.jpg|(左から右へ) Eric, Victor, Scawen image:Scawen.jpg|Scawen Roberts (とその息子Leoくん) image:Eric.jpg|Eric Bailey image:Vic.jpg|Victor van Vlaardingen image:Sev.jpg|2004年デンマークにてS2 Alphaをプレゼン中の開発チーム </gallery> == インタビュー == * [http://www.textfiles.com/magazines/DEMONEWS/demonews.074 Victor, demonews dec 1994] * [http://www.planetblackandwhite.com/features/interviews/scawen.shtml Scawen, planetb&w - feb 2001] * [http://www.bhmotorsports.com/article/79 All, BHM - nov 2002] * [http://www.doupe.cz/h/Special/AR.asp?ARI=103555 All, doupe.cz - April 2003] * [http://boomtown.net/en_uk/articles/art.view.php?id=3900 Eric, Boomtown - dec 2003] * [http://www.zt-racing.com/?p=interview Victor, ZockerTempel - jul 2004] * [http://nic.mm2c.com/index.php?page=inter_1 All, teamnic - Sept 2004] * [http://www.planet3dgames.de/index.php?site=news&id=1798 Victor, planet3dgames - march 2005] * [http://www.simracingportugal.net/lofiversion/index.php/t324.html All, simracingportugal - Mar 2005] * [http://liveforspeed.dk/index.php?option=com_content&task=view&id=85&Itemid=47 Victor, lfs.dk - march 2006] * [http://autosimsport.net/issues/autosimsport_v2i5.zip Victor & Scawen, Autosimsport May 2006 (p25)] * [http://www.liveforspeed.no/index.php?side=intervju&med=victor&spraak=engelsk All, lfs.no - Sept 2006] <!-- 他言語へのリンク --> [[cs:O LFS]] [[de:Über LFS]] [[en:About LFS]] [[fr:A propos de LFS]] [[hu:Az LFS-ről]] [[nl:Over LFS]] 46a7c27f86692b0b938b1148ccf9988f5aabf3cd クリーンなレースをするために 0 1468 2410 2394 2017-03-22T12:14:40Z Skylinekakkoii 57 /* 周回 */ wikitext text/x-wiki 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 == 責任 == '''R-1:''' 競技を行う全てのプレイヤーには、以下に示すレースシムのルールや規則に慣れ、それを遵守する責任があります。 == 行動 == '''C-1:''' 公平かつ公正なマナーのもと、競走しなくてはなりません。 '''C-2:''' 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 '''C-3:''' 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 == 身分証明 == '''I-1:''' いつも必ず、判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 '''I-2:''' 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 == オーバーテイク == '''O-1:''' コーナーにおいてラインの優先権を獲得するには、ターンインのポイントまでに、オーバーテイクしようとする車に対してしっかりとはみ出す必要があります。これが足りない場合、オーバーテイクされる車は接触の危険性を顧みずに自分のレーシングラインを走行し続けることになります。 '''O-2:''' コーナーの立ち上がり地点まで、アウト側の車にはアウト側を走行する権利があります。アウト側の車を押し出すようなことをしてはいけません。 '''O-3:''' 同様に、コーナーの立ち上がり地点まで、イン側の車にはイン側を走行する権利があります。イン側のエイペックスの内側まで押し出すようなことをしてはいけません。オーバテイクされる側のドライバーは、順位を守るために争う権利を持っていますが、後続のドライバーに対して適切な空間を維持する必要があります。The practice of going up the inside of an ahead car after that car has already turned in, and where there was no established substantial overlap before the turn-in point, is sometimes referred to as barge passing, (i.e. you barge your way past). 突然割り込んで追い抜きを行うことは、あなたにとっても他のドライバーにとっても、非常にリスクの高いことだということを理解しておいてください。どんなことがあっても、あなたにはこれを行う権利はありません。 '''O-4:''' Where an ahead driver has clearly made a sufficient error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. E.g. - If the ahead driver brakes too late and drifts out wide of the apex and then has to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial responsibility on the overtaking driver to take all necessary care to avoid contact. Small errors by the ahead driver may not be sufficient to justify an attacking passing move however. Just because the ahead driver gets a bit out of shape at times does not give you an automatic right to pass uncontested by them or a right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place. '''O-5:''' ストレートでは、前方のドライバーはラインを自由に選択する権利を持っています。彼らはライバルの車に並ばれていない限り、これをブロックし、次のコーナーの直前にレーシングラインに戻ったりするでしょう。 '''O-6:''' コーナーでは、ライバルの車に並ばれていない限り、前方のドライバーにラインを自由に選択する権利があります。 == 周回 == '''L-1:''' ブルーフラッグは、より速い車が後から接近していて、あなたをオーバーテイクし、より多くの周回数を走行しようとしていることを意味します。これはモータースポーツやシミュレーシングにおいて、基本的なルールです。 '''L-2:''' 遅い車をオーバーテイクする車のドライバーは、通常の車をオーバーテイクするときと同じようにこの状況を扱わなくてはなりません。ブルーフラッグを振られた車が必ずラインを譲ってくれる、というようには考えないでください。 '''L-3:''' ブルーフラッグを振られた車のドライバーは、速い車に道を譲らなくてはならず、オーバーテイクされることに抵抗してはいけません。ただし、安全であると確信できる場合にのみ、ラインを譲ってください。コーナーのエイペックス付近ではとても危険である場合が多いので、立ち上がった後のストレートなどで譲ることが推奨されます。 == 接触 == '''CT-1:''' 上記のルールを全て守っていたとしても、車両同士の接触が起こる可能性は常にあります。 '''CT-2:''' レースのルールに違反したドライバーが、接触を起こしたり、タイムや順位で優位な状況となってしまった場合、そのドライバーには謝罪し、順位を譲る必要があります。影響を受けたドライバーがレースを続行することができなくなってしまった際には、サーバー管理者の裁量によって、十分な罰則などが下されることとなるでしょう。 '''CT-3:''' レースのルールに違反し、事故に大きな影響を与えたドライバーには、順位を戻したり、補償を要求する権利はありません。 '''CT-4:''' 前方のドライバーがブレーキングゾーンをより長く取る可能性や、ミスを犯す可能性があることを後続のドライバーは予期しておかなければなりません。従って、後続のドライバーは車間距離を適度に保つべきです。 '''CT-5:''' 後続のドライバーは前方の車両に追突しないように走行する責任があります。前方のドライバーにはあなたを避ける責任はありません。もしミスなどで追突してしまいそうになった場合は、後続のドライバーはコース外へ車両を退避させ、衝突を避けるべきです。 '''CT-6:''' 悪意があったり、適切でないブレーキングなどの減速は、強く禁止されています。 == 事故の後は == '''AI-1:''' スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 '''AI-2:''' 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 '''AI-3:''' クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 '''AI-4:''' 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 '''AI-5:''' スピンやクラッシュなどで、競技車両がコース上で停止してしまった場合、ドライバーはブレーキをかけ、何があっても動かないようにしなくてはなりません。これを行うことで、後続の車は事故地点を通過するルートを見つけやすくなります。動くシケインを避けて通ることは非常に難しく、衝突の原因となります。 '''AI-6:''' また、停止してしまったドライバーは可能な限り早く観戦モード(Shift+S)に入る必要があります。安全が確保される状況であれば、全ての後続車が通過した後にレーシングスピードへと復帰してください。 '''AI-7:''' 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 '''AI-8:''' ダメージを受け、ピットへと戻ろうとする車には、ラインを保持する権利はありません。 == ピットストップ == '''P-1:''' トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 '''P-2:''' ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 '''P-3:''' ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 '''P-4:''' ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] 537931f39074fcb088d74c40ae3ea7574d3ec995 2411 2410 2017-03-22T12:53:46Z Skylinekakkoii 57 /* オーバーテイク */ wikitext text/x-wiki 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 == 責任 == '''R-1:''' 競技を行う全てのプレイヤーには、以下に示すレースシムのルールや規則に慣れ、それを遵守する責任があります。 == 行動 == '''C-1:''' 公平かつ公正なマナーのもと、競走しなくてはなりません。 '''C-2:''' 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 '''C-3:''' 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 == 身分証明 == '''I-1:''' いつも必ず、判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 '''I-2:''' 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 == オーバーテイク == '''O-1:''' コーナーにおいてラインの優先権を獲得するには、ターンインのポイントまでに、オーバーテイクしようとする車に対してしっかりとはみ出す必要があります。これが足りない場合、オーバーテイクされる車は接触の危険性を顧みずに自分のレーシングラインを走行し続けることになります。 '''O-2:''' コーナーの立ち上がり地点まで、アウト側の車にはアウト側を走行する権利があります。アウト側の車を押し出すようなことをしてはいけません。 '''O-3:''' 同様に、コーナーの立ち上がり地点まで、イン側の車にはイン側を走行する権利があります。イン側のエイペックスの内側まで押し出すようなことをしてはいけません。オーバテイクされる側のドライバーは、順位を守るために争う権利を持っていますが、後続のドライバーに対して適切な空間を維持する必要があります。ターンインのポイントまでにしっかりとはみ出せていない場合は、既にターンインを開始している前方の車のイン側に入ってはいけません。これはバージパッシング(突然割り込んで追い抜きを行うこと)と呼ばれることがあります。バージパッシングを行うことは、あなたにとっても他のドライバーにとっても、非常にリスクの高いことだということを理解しておいてください。基本的に、あなたにはこれを行う権利はありません。 '''O-4:''' 前方のドライバーが、誰が見ても明らかなミスを犯した場合、上記の状況でも追い抜きを試みることができます (例: 前方のドライバーがブレーキポイントを遅らせすぎて、エイペックスから大きく離れ、減速を行わなくてはならなくなった場合など)。これは、ターンインまでの間にはみ出していなくても、有効なオーバーテイクの機会となります。しかしこの際にも、あなたには前方の車両と接触しないよう注意する大きな責任があります。前方のドライバーのミスが小さなものの場合、オーバーテイクをする機会とはなりません。前方のドライバーがラインを少し外してしまったからといって、割り込んではなりません。あなたには、彼らのミスがオーバーテイクを行うのに十分な理由となるか、判断する必要があります。 '''O-5:''' ストレートでは、前方のドライバーはラインを自由に選択する権利を持っています。彼らはライバルの車に並ばれていない限り、これをブロックし、次のコーナーの直前にレーシングラインに戻ったりするでしょう。 '''O-6:''' コーナーでは、ライバルの車に並ばれていない限り、前方のドライバーにラインを自由に選択する権利があります。 == 周回 == '''L-1:''' ブルーフラッグは、より速い車が後から接近していて、あなたをオーバーテイクし、より多くの周回数を走行しようとしていることを意味します。これはモータースポーツやシミュレーシングにおいて、基本的なルールです。 '''L-2:''' 遅い車をオーバーテイクする車のドライバーは、通常の車をオーバーテイクするときと同じようにこの状況を扱わなくてはなりません。ブルーフラッグを振られた車が必ずラインを譲ってくれる、というようには考えないでください。 '''L-3:''' ブルーフラッグを振られた車のドライバーは、速い車に道を譲らなくてはならず、オーバーテイクされることに抵抗してはいけません。ただし、安全であると確信できる場合にのみ、ラインを譲ってください。コーナーのエイペックス付近ではとても危険である場合が多いので、立ち上がった後のストレートなどで譲ることが推奨されます。 == 接触 == '''CT-1:''' 上記のルールを全て守っていたとしても、車両同士の接触が起こる可能性は常にあります。 '''CT-2:''' レースのルールに違反したドライバーが、接触を起こしたり、タイムや順位で優位な状況となってしまった場合、そのドライバーには謝罪し、順位を譲る必要があります。影響を受けたドライバーがレースを続行することができなくなってしまった際には、サーバー管理者の裁量によって、十分な罰則などが下されることとなるでしょう。 '''CT-3:''' レースのルールに違反し、事故に大きな影響を与えたドライバーには、順位を戻したり、補償を要求する権利はありません。 '''CT-4:''' 前方のドライバーがブレーキングゾーンをより長く取る可能性や、ミスを犯す可能性があることを後続のドライバーは予期しておかなければなりません。従って、後続のドライバーは車間距離を適度に保つべきです。 '''CT-5:''' 後続のドライバーは前方の車両に追突しないように走行する責任があります。前方のドライバーにはあなたを避ける責任はありません。もしミスなどで追突してしまいそうになった場合は、後続のドライバーはコース外へ車両を退避させ、衝突を避けるべきです。 '''CT-6:''' 悪意があったり、適切でないブレーキングなどの減速は、強く禁止されています。 == 事故の後は == '''AI-1:''' スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 '''AI-2:''' 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 '''AI-3:''' クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 '''AI-4:''' 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 '''AI-5:''' スピンやクラッシュなどで、競技車両がコース上で停止してしまった場合、ドライバーはブレーキをかけ、何があっても動かないようにしなくてはなりません。これを行うことで、後続の車は事故地点を通過するルートを見つけやすくなります。動くシケインを避けて通ることは非常に難しく、衝突の原因となります。 '''AI-6:''' また、停止してしまったドライバーは可能な限り早く観戦モード(Shift+S)に入る必要があります。安全が確保される状況であれば、全ての後続車が通過した後にレーシングスピードへと復帰してください。 '''AI-7:''' 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 '''AI-8:''' ダメージを受け、ピットへと戻ろうとする車には、ラインを保持する権利はありません。 == ピットストップ == '''P-1:''' トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 '''P-2:''' ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 '''P-3:''' ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 '''P-4:''' ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] 4f5f6dc7997b6cb3fc793d64501297d1ea8081b3 FRクラス 0 1489 2412 2354 2017-03-22T12:58:18Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki 約125bhp/トンの、FFホットハッチとFRスポーツクーペのクラスです。 どちらの車もDemoライセンスで運転することができます。 == XF GTI == {{Car |Longname=XF GTI |Shortname=XFG |Image=XFG.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.3リッター直列4気筒 |kWPower=86 |bhpPower=115 |PowerRPM=7031 |NmTorque=130 |lbftTorque=96 |TorqueRPM=5438 |kgMass=942 |lbsMass=2076 |WRatio=91 |bhpRatio=124 |WeightDistF=56.9 |WeightDistR=43.1 |Fuel=45 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=初心者、上級者どちらにとっても素晴らしい車です。LFSの中で、初心者から上級者までXF GTIほど一般的に使われている車は他にはありません。 セッティングの調整に敏感に反応し、その安定したシャーシはドライバーに限界までプッシュさせる貴重なレッスンを与えます。 |Setuptip=デフを固めすぎないでください。XF GTiは2ウェイデフを持っていないので、固めすぎるとパワーダウンやアンダーステアに繋がるでしょう。 }} == XR GT == {{Car |Longname=XR GT |Shortname=XRG |Image=XRG.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列4気筒 |kWPower=104 |bhpPower=140 |PowerRPM=5988 |NmTorque=187 |lbftTorque=138 |TorqueRPM=4512 |kgMass=1150 |lbsMass=2536 |WRatio=91 |bhpRatio=124 |WeightDistF=52.0 |WeightDistR=48.0 |Fuel=65 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=限界付近で後輪駆動車を運転する練習をするのに最適な車です。ほとんどのテールハッピーなドライバーを喜ばせるだけのパワーはありますが、全ての立ち上がりで満足させるほどではありません。LFSに存在する、もっと恐ろしい車を乗りこなすための道を開いてくれる車です。[[車:FRクラス#XF_GTI|XF GTi]]といい勝負になりますが、(直線では) こちらの方が少しだけ速いでしょう! |Setuptip=パワーオーバーステアを出すにはパワーが足りない車なので、ニュートラルステアに近いセットアップが良いでしょう。アクセル調整で曲がれるよう、デフを固めましょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:FR cars]] [[hu:Autók:FR]] eb5e91e39294ba12908cff614b0fb6cab760fe2a TBOクラス 0 1523 2413 2358 2017-03-22T12:59:54Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki 約205bhp/トンの過給機付きスポーツクーペが揃ったクラスです。FF、FR、AWDの各駆動形式が1台ずつあります。 == XR GT Turbo == {{Car |Longname=XR GT Turbo |Shortname=XRT |Image=XRT.jpg |Drive=フロントエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=184 |bhpPower=247 |PowerRPM=6035 |NmTorque=345 |lbftTorque=255 |TorqueRPM=3896 |kgMass=1223 |lbsMass=2696 |WRatio=151 |bhpRatio=205 |WeightDistF=51.0 |WeightDistR=49.0 R |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=XR GTを手に取り、エンジンをキリのいい2リッターに載せ換え、おまけにターボチャージャーをボンネットの中に収め、厳ついボディーキットを与えたら、XR GT Turboが生まれました。忌まわしいターボラグがあるにもかかわらず、特徴的なパワー感とハンドリングに慣れてしまえば、この車はとても運転しやすい車です。古いドライバーはまだこの車のことをGTTと呼んでいるでしょう。 |Setuptip=この車をコントロールするのには、弱アンダーステアになるようにセットアップすることが必要です。ターボラグを先読みできるようになれば、この車は少しパワフルになったXR GTと考えて問題ありません。 }} == RB4 GT == {{Car |Longname=RB4 GT |Shortname=RB4 |Image=RB4.jpg |Drive=フロントエンジン 4輪駆動 |Engine=2.0リッター ターボ 直列4気筒 |kWPower=181 |bhpPower=243 |PowerRPM=6035 |NmTorque=340 |lbftTorque=251 |TorqueRPM=3896 |kgMass=1210 |lbsMass=2667 |WRatio=150 |bhpRatio=204 |WeightDistF=56.0 |WeightDistR=44.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=マクファーソンストラット |Information=LFSで唯一のAWDの駆動方式を持つロードスポーツカーです。AWDであることから、この車はラリーコースにおいて最も理想的な車です。RB4はサーキットコースにおいてもドライビングを楽しむ事ができますが、AWDレイアウトに起因するメカニカルロスの影響でGT TurboやFXOよりもわずかに遅いです。しかし、この3車のなかでは最もドライビングは簡単です。 |Setuptip=アンダーステアがあなたの敵です。サスペンションは必要な分だけ変更し、トルク配分はスロットルで向きを変えることができるよう、後側に振るようにしましょう。これはタイヤの加熱や摩耗に対しても良い効果をもたらします。 }} == FXO Turbo == {{Car |Longname=FXO Turbo |Shortname=FXO |Image=FXO.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.9リッター ターボ 水平対向4気筒 |kWPower=175 |bhpPower=234 |PowerRPM=6357 |NmTorque=305 |lbftTorque=224 |TorqueRPM=4336 |kgMass=1136 |lbsMass=2504 |WRatio=154 |bhpRatio=210 |WeightDistF=57.0 |WeightDistR=43.0 |Fuel=75 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=S1の中でも人気な車です。コントロールしやすく、楽しく、速い、前輪駆動の車です。太いタイヤと軽量なボディがコーナリング性能を保証します。しかし、しばらくするとそのエンジンノイズにうんざりしてくるでしょう。XRTと同じくらい速いです。 |Setuptip=デフォルトのセットアップでもバランスがよく、充分コントロールしやすいため、あまりいじり過ぎない方が良いでしょう。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:TBO cars]] [[hu:Autók:TBO]] 13ca4a8e3bdbfd4af429121c075c3c930a5aa933 LRFクラス 0 1524 2414 2362 2017-03-22T13:00:27Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki TBOに近いクラスですが、こちらのマシンの方がわずかに速く設定されています。すべての車が後輪駆動です。 馬力や重量が全てバラバラで、パワーウェイトレシオは 250-310bhp/トン と比較的広い範囲を取っています。 ある車は加速とハンドリングを重視し、ある車は最高速度を重視しています。 == LX6 == {{Car |Longname=LX6 |Shortname=LX6 |Image=LX6b.jpg |Drive=フロントエンジン リアドライブ |Engine=1.8リッター 直列6気筒 |kWPower=142 |bhpPower=190 |PowerRPM=8402 |NmTorque=173 |lbftTorque=128 |TorqueRPM=7066 |kgMass=539 |lbsMass=1188 |WRatio=263 |bhpRatio=358 |WeightDistF=48.0 |WeightDistR=52.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=LX4に1.8リッター 直6エンジンを載せたのがLX6です。何が異なるのかというと、少し重量が重くなり、またそのことで微妙に重量バランスが良くなっています(フロントが重くなったため)。そして、当然ながらパワーが上がっています。LX4よりトリッキーな車なので、LXシリーズに乗ったことがない方はまず先にLX4に乗ることをお勧めします。LX8は廃止されてしまったので、現時点ではこれがLXシリーズの中で最も速い車となります。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == RaceAbout == {{Car |Longname=RaceAbout |Shortname=RAC |Image=RAC.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=183 |bhpPower=245 |PowerRPM=5906 |NmTorque=360 |lbftTorque=266 |TorqueRPM=3500 |kgMass=800 |lbsMass=1763 |WRatio=228 |bhpRatio=311 |WeightDistF=40.1 |WeightDistR=59.9 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=フィンランドの実在するプロトタイプスポーツカーです。SAABのターボエンジンをミッドシップに搭載しています。限界を引き出すのは非常に難しい車です。実際のプロジェクトの詳細は[http://www.raceabout.fi こちら]をご参照ください。 |Setuptip=リアにアンチロールバーが存在しないことがこの車をセットアップする上で不便なポイントとなっています。プッシュしすぎないよう、あまりアンダーステアなセッティングはお勧めしません。フロントのアンチロールバーも過度に硬くしない方が良いでしょう。サスペンションは柔らかめにしておくことをお勧めします。 }} == FZ50 == {{Car |Longname=FZ50 |Shortname=FZ5 |Image=FZ5.jpg |Drive=リアエンジン リアドライブ |Engine=3.6リッター 水平対向6気筒 |kWPower=269 |bhpPower=360 |PowerRPM=7563 |NmTorque=392 |lbftTorque=289 |TorqueRPM=5000 |kgMass=1380 |lbsMass=3042 |WRatio=195 |bhpRatio=265 |WeightDistF=38.0 |WeightDistR=62.0 |Fuel=90 |FrontSusp=マクファーソンストラット |RearSusp=ダブルウィッシュボーン |Information=この車はLFSの中で最も速いロードカーです。トップスピードでのハンドリングに優れています。ドライビングの楽しさをスポイルするほどではありませんが、車重が重くハイパワーな上に、RRレイアウトがこの車をチャレンジングなものとしています。スピンさせてスキール音を響かせましょう! |Setuptip=あまりアンダーステアに振る必要はありません。強いエンジンブレーキが主な問題なので、デフの減速側をしっかりと効かせることで、スロットルをオフにしたときにオーバーステアに陥りにくくなります。また、ブレーキ配分もフロント側にセッティングすることで、ブレーキング時の安定性が向上するでしょう。BF1と同じで、この車もまたトラクションコントロールを備えています。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:LRF cars]] [[hu:Autók:LRF]] 3a0bc4014fd84c4171845668e8c12069a5530470 クラスなし 0 1491 2415 2360 2017-03-22T13:01:06Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki これらの車はLFSの他のどのクラスにも当てはまらないので、ワンメインクレースで使われることが多いです。 == LX4 == {{Car |Longname=LX4 |Shortname=LX4 |Image=LX4.jpg |Drive=フロントエンジン リアドライブ |Engine=1.3リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8227 |NmTorque=131 |lbftTorque=97 |TorqueRPM=6891 |kgMass=499 |lbsMass=1101 |WRatio=210 |bhpRatio=286 |WeightDistF=46.0 |WeightDistR=54.0 |Fuel=40 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=499kgととても軽量なLX4は、S1の曲がりくねったコースではその速さを存分に発揮します。兄弟車であるLX6と比べると、LX4は乗りやすく、ビギナーがLXシリーズの車を学ぶのに適しています。 |Setuptip=LXシリーズをコントローラブルな状態にしておくためには、スプリングをかなりアンダーステアの方向へセットアップする必要があります。かといって過度なセットアップは禁物です。タイヤの空気圧は出来る限り下げましょう。また、デフは加速側を出来る限りオープンな状態にし、減速側はしっかりとロックさせましょう。リアのトーをつけるのが手っ取り早く、便利です。 }} == UF 1000 == {{Car |Longname=UF 1000 |Shortname=UF1 |Image=UF1.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.0リッター 直列4気筒 |kWPower=41 |bhpPower=55 |PowerRPM=5605 |NmTorque=88 |lbftTorque=65 |TorqueRPM=3008 |kgMass=600 |lbsMass=1322 |WRatio=69 |bhpRatio=94 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=35 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=LFSにおいてもっともパワーのないマシンですが、楽しさは損なわれていません。速度差が少ない接近したレースが展開されることでしょう。しかし、速度域の高いコースには適していません。 |Setuptip=アンチロールバーが搭載されていないので、スプリングを普段より硬めに設定しましょう。これはタイヤの温度を上げるのにも役立ちます。リアタイヤにはたくさんの空気を入れておかないと、アンダーステアに悩まされることでしょう。 }} == Volkswagen Scirocco == {{Car |Longname=Volkswagen Scirocco |Shortname=VWS |Image=VWStemp.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター ターボ 直列4気筒 |kWPower=147 |bhpPower=198 |PowerRPM=5738 |NmTorque=280 |lbftTorque=206 |TorqueRPM=4164 |kgMass=1262 |lbsMass=2782 |WRatio=117 |bhpRatio=159 |WeightDistF=66.4 |WeightDistR=33.6 |Fuel=50 |FrontSusp=N/A |RearSusp=N/A |Information=三代目フォルクスワーゲン シロッコの200bhpモデルです。公式ライセンスを受けて2008年にLFSへ収録予定でしたが、残念ながらまだ追加されていません。追加されれば、LFSで二番目に速いフロントドライブの車です。 |Setuptip=まだ追加されていません。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Unclassified cars]] [[hu:Autók:Besorolatlan]] 08be29ff4816d14057bc00ce5d1fd3949473ece8 FWD GTRクラス 0 1526 2416 2364 2017-03-22T13:02:26Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki 約300bhp/トンのFFレースカークラスです。 == XF GTR == {{Car |Longname=XF GTR |Shortname=XFR |Image=XFR.jpg |Drive=フロントエンジン フロントドライブ |Engine=2.0リッター 直列4気筒 |kWPower=172 |bhpPower=230 |PowerRPM=7219 |NmTorque=260 |lbftTorque=192 |TorqueRPM=5125 |kgMass=840 |lbsMass=1851 |WRatio=204 |bhpRatio=279 |WeightDistF=59.0 |WeightDistR=41.0 |Fuel=70 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=皆さんのお待ちかね、ホットハッチの登場です。スリックタイヤを履かせ、獣の様な2.0リッターエンジンを搭載し、軽量化を施した上でレースカーとしてのボディワークに身を包みました。LFSにおいて最もパワフルなFWD車で、「パワーアンダーステア」というフレーズを教えてくれるでしょう。スムーズな運転が必要になります。UF GTRのライバルといえる車でしょう。 |Setuptip=フロントタイヤのホイールスピンがこのクラスの車の主な悪い点です。サスペンションを柔らかく設定し、デフの加速側を出来るだけ効かせましょう。減速側は弱めに設定し、弱オーバーとなるようにセッティングしましょう。フロントホイールのトーはゼロのままにし、タイヤの空気圧は出来る限り下げましょう。一般的には空気圧を下げると、タイヤは発熱しやすくなりますが、発熱することでよりグリップしてホイールスピンを減らすため、結果としてタイヤの発熱はさほど大きくなりません。 }} == UF GTR == {{Car |Longname=UF GTR |Shortname=UFR |Image=UFR.jpg |Drive=フロントエンジン フロントドライブ |Engine=1.4リッター 直列4気筒 |kWPower=134 |bhpPower=180 |PowerRPM=8227 |NmTorque=178 |lbftTorque=131 |TorqueRPM=5871 |kgMass=600 |lbsMass=1322 |WRatio=223 |bhpRatio=304 |WeightDistF=62.0 |WeightDistR=38.0 |Fuel=60 |FrontSusp=マクファーソンストラット |RearSusp=トレーリングアーム |Information=ライバルであるXF GTRに対してパワーが少ない分、こちらは車重が軽くなっています。曲がりくねったコースではXF GTRよりも速いですが、残念ながらストレートでは負けてしまいます。こちらもスムーズな運転が必要となります。この車に乗れば、「小さい車はつまらない」などと口にすることはなくなるでしょう。 |Setuptip=ほとんど同じですので、XF GTRのコツをご参照ください。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:FWD GTR cars]] [[hu:Autók:FWD GTR]] 911f18ed44546997cf4802595bbeaf68dfa68e29 RWD GTRクラス 0 1527 2417 2366 2017-03-22T13:03:21Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki このクラスは日本のSuper GT(旧JGTC)のGT500クラスに似ています。パワーウェイトレシオは 約453bhp/トン となっています。 == FXO GTR == {{Car |Longname=FXO GTR |Shortname=FXR |Image=FXR.jpg |Drive=フロントエンジン 全輪駆動 点火カット付きシーケンシャルギアボックス |Engine=2.0リッター ターボ 水平対向4気筒 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=56.5 |WeightDistR=43.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=XFO GTRは安定したハンドリングと4輪駆動の恩恵により、GTRシリーズの中で最も簡単にドライブする事が出来ます。スーパーラップにおいては残念ながら最も遅く、熟練したドライバーならほとんどのニューカマーには勝つ事が出来ますが、FZ50 GTRやXR GTRに乗り慣れたドライバーを捕まえる事はできません。しかし、耐久レースにおいては事情が変わってきます。他の2台のGTRと比べてタイヤに優しく、燃費も良好なXFO GTRがその本領を発揮するでしょう。 XFO GTRはGTカーの強大なパワーに慣れていない人や、とりあえずこのクラスを楽しみたい、という人にとっては素晴らしい車です。しかし、スプリントレースにおいて勝利を望むならば、後輪駆動GTカーのどちらかに乗り換えるべきでしょう。 |Setuptip=少しオーバーステアに設定する必要があります。フロントとリアのタイヤ温度を同じくらいに保つよう、リアにたくさんのトルクを伝えるようにしましょう。ターンインを楽にするために、デフはかなり軽めに設定しておくとよいでしょう。これはこの車の強みです。 }} == XR GTR == {{Car |Longname=XR GTR |Shortname=XRR |Image=XRR.jpg |Drive=フロントエンジン リアドライブ 点火カット付きシーケンシャルギアボックス |Engine=2.0リッター ターボ 直列4気筒 |kWPower=365 |bhpPower=490 |PowerRPM=6270 |NmTorque=627 |lbftTorque=462 |TorqueRPM=4775 |kgMass=1100 |lbsMass=2425 |WRatio=332 |bhpRatio=453 |WeightDistF=53.5 |WeightDistR=46.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=あなたにとってXR GT Turboでは役不足ですか?XR GTRにはスリックタイヤに巨大なウイング、強烈なパワーと迫力あるフェイスが与えられました。XRTに比べて2倍ものパワーを絞り出すために、LFSチューニング部門がどのようなチューニングを行ったかは不明ですが、我々はそれに感謝し続けるでしょう。FXO GTRを朝食に食べてしまうほど速い車です。 |Setuptip=GTRクラスの車はアンダーステアに振る必要はありません。高速域で安定するよう、ダウンフォースを調整しましょう。全てのパワーを路面に伝えるために、デフは充分に硬くしておきましょう。リアは高め、フロントは少なめのタイヤ空気圧がおすすめです。 }} == FZ50 GTR == {{Car |Longname=FZ50 GTR |Shortname=FZR |Image=FZR.jpg |Drive=リアエンジン リアドライブ Hパターンギアボックス |Engine=3.6 litre flat 6 |kWPower=365 |bhpPower=490 |PowerRPM=8102 |NmTorque=503 |lbftTorque=371 |TorqueRPM=5246 |kgMass=1100 |lbsMass=2424 |WRatio=332 |bhpRatio=452 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=100 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=よほど乗り慣れた人は、FZ50に対し「良いね、でももう少しパワーが欲しいな。130馬力くらい。」などと言うかも知れません。それに対しての答えとして、XR GTRと同様、スリックタイヤと強大なダウンフォース、豪華な外観と軽いボディが与えられた結果がこの車です。BF1とF08に次いでLFSで3番目に速い車です。 |Setuptip=ほとんど同じ内容ですので、XR GTRのコツをご参照ください。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:RWD GTR cars]] [[hu:Autók:RWD GTR]] ed6cc3cd1806697834e8fc8f6aaa2f226ddd8f50 シングルシーター 0 1492 2418 2356 2017-03-22T13:03:47Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki LFSには様々なクラスのシングルシーターの車が以下の5台あります。 == MRT5 == {{Car |Longname=MRT5 |Shortname=MRT |Image=MRT.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=600cc ターボ 直列4気筒 |kWPower=48 |bhpPower=64 |PowerRPM=7871 |NmTorque=69 |lbftTorque=51 |TorqueRPM=5078 |kgMass=221 |lbsMass=486 |WRatio=217 |bhpRatio=296 |WeightDistF=37.5 |WeightDistR=62.5 |Fuel=20 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula SAEで競争するために、McGrill Racing Teamによって作られた、実際のMRT5をベースにしています。この車は[[オートクロス]]や低速コースには理想的な車です。MRT5はカートにパワーとデフを与えたような、ドライブするのがとても楽しい車です。実車の詳細は[http://www.fsae.mcgill.ca/ オフィシャルWebサイト]をご参照ください。 |Setuptip=この車は柔らかいサスペンションにセッティングするのが最適です。コーナリング性能を落としてしまうので、スプリングをアンダーステアに振る必要はないでしょう。もしオーバーだと感じるのであれば、アンチロールバーを調整し、好みのバランスへセッティングしましょう。また、この車はデフのセッティングにとても敏感です。ビスカスLSDを使用し、出来る限りオープンな(低い)値に設定しましょう。タイヤの空気圧は低い方が良いです。リアのトーを調整するのが手っ取り早く、便利です。 }} == Formula BMW == {{Car |Longname=Formula BMW |Shortname=FBM |Image=FBM.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=1.2リッター 直列4気筒 |kWPower=105 |bhpPower=140 |PowerRPM=8948 |NmTorque=125 |lbftTorque=92 |TorqueRPM=6756 |kgMass=465 |lbsMass=1024 |WRatio=225 |bhpRatio=307 |WeightDistF=42.0 |WeightDistR=58.0 |Fuel=42 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=この車は、V1 Championshipと呼ばれる2008年に設立したイギリスの会社によって使われていました。この会社は、テストシリーズを通じて新しいレーシングドライバーを見つけることを目的としていました。LFSはドライバーの選抜試験と、この車の開発テストに使われました。この功績によって、LFSはFomula BMWのモデリングと収録を行う権利を獲得しました。 |Setuptip=ダウンフォースを減らし、サスペンションを硬めにすることで簡単かつ速くコーナリングができるようになるでしょう。 }} == Formula XR == {{Car |Longname=Formula XR |Shortname=FOX |Image=FOX.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.0リッター 直列4気筒 |kWPower=142 |bhpPower=190 |PowerRPM=7031 |NmTorque=221 |lbftTorque=163 |TorqueRPM=4980 |kgMass=490 |lbsMass=1079 |WRatio=290 |bhpRatio=395 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=38 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula Renault 2000 レースカーをベースとした車です。強いダウンフォースのかかる車を理解するのに良い車です。パワーが他のフォーミュラカーに比べて少ないので、コントロールはしやすいでしょう。曲がりくねったコースではとても楽しく、LFSで最も人気のある車のうちの1台です。 |Setuptip=低速コーナーでコントロールしやすいよう、少しルーズなセットアップが必要です。ダウンフォースを調整し、高速走行中にもリアにトラクションが掛かるようにしましょう。あまりパワーが多くないので、ほとんどのコースではウィングの角度はあまり立てない方が良いでしょう。 }} == Formula V8 == {{Car |Longname=Formula V8 |Shortname=FO8 |Image=FO8.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=3.0リッター V型8気筒 |kWPower=335 |bhpPower=450 |PowerRPM=9092 |NmTorque=385 |lbftTorque=284 |TorqueRPM=7422 |kgMass=600 |lbsMass=1323 |WRatio=559 |bhpRatio=762 |WeightDistF=45.0 |WeightDistR=55.0 |Fuel=125 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=Formula 3000 レースカーをベースとした車です。この車はLFSで2番目に速い車ですが、最も難しい車です。この車をマスターすれば、ドライバーに素晴らしい功績を与えるでしょう。Formula One の車ではありませんが、この車はとても素晴らしい車です。パワーウェイトレシオを見て下さい!加速は信じられないほどに素晴らしく、ドライバーを3Gの世界へと導きます。停止時には痛みを感じる程の減速を見せるでしょう。度胸のある人のみ運転して下さい! |Setuptip=あまりアンダーステアに振る必要はありません。リアにしっかりとトラクションが掛かるよう、ダウンフォースを調整しましょう。高い空気圧はこの車ではよく働くでしょう。 }} == BMW Sauber F1 (Formula One) == {{Car |Longname=BMW Sauber F1 (Formula One) |Shortname=BF1 |Image=BF1.jpg |Drive=ミッドシップエンジン リアドライブ |Engine=2.4リッター V型8気筒 |kWPower=537 |bhpPower=720 |PowerRPM=19036 |NmTorque=284 |lbftTorque=209 |TorqueRPM=16797 |kgMass=530 |lbsMass=1169 |WRatio=1012 |bhpRatio=1378 |WeightDistF=46.3 |WeightDistR=53.7 |Fuel=95 |FrontSusp=ダブルウィッシュボーン |RearSusp=ダブルウィッシュボーン |Information=本物の[http://www.bmw-sauber-f1.com/en/index.html BMW Sauber F1.06]です。どこを取っても信じられないほどに速いです。この車を運転するには、あなたは自分の能力を限界まで引き出す必要があります。あなたはもうシフターを使う必要はありません。- この車の電子制御は、あなたが今まで行ってきたどれよりも素早くギアを変えます。 |Setuptip=硬いサスペンションにするのが最も良いでしょう。スプリングを必要としない程にタイヤが良い働きをします。アンチロールバーも硬く設定して構いません。ハンドリングを損なうことなくセッティングできるでしょう。全てのパワーを使い切る為には、トラクションを稼ぐ必要がある為、ウィングはより立てた状態にしてください。トラクションコントロールはあなたが熱くなりすぎないようにするのにとても便利でしょう。初心者の方には 4% が良い値となるでしょう。ハードコアなプレイヤーはこれをオフにすることが多いです。 }} {{車}} <!-- カテゴリ --> [[Category:車]] <!-- 他言語へのリンク --> [[en:Single-Seaters]] [[hu:Autók:Együléses]] 0f7e8e12814cca2e109fb172fb86323bac8af52a 利用者:Skylinekakkoii 2 1477 2419 2393 2017-03-22T14:17:09Z Skylinekakkoii 57 /* テスト項目 */ CSSテスト wikitext text/x-wiki ==== こんにちは! ==== 私の個人ページをご覧頂きありがとうございます! LFS username は変えられないので昔使ってた<del>ダサい</del>ものをそのまま使ってますが、普段は'''「S2KTS.」'''の名で活動しています。[http://kts.jp.net/ kts.jp.net] LFSではあまり日本人プレイヤーを見かけないので、少し悲しいなと思っています。 とても素晴らしいシミュレーターですので、まだプレイされてない方は、是非一度お試し下さい! そして、是非一緒に走りましょう! ==== ここのWikiについて ==== 私が編集を始めるまでの約10年間、中途半端な翻訳や古すぎる情報のまま放置されていました... (もちろん素晴らしい翻訳や編集当時は便利な情報などもたくさんありましたよ!) 英語のわからない方にはどれが正しい情報なのかが分からなかったりして、ゲームを始める前に放棄してしまう結果となるケースも多々あったのではないでしょうか... 日本語訳を希望されるページがあればそちらを優先的に編集していきますので、[https://www.lfs.net/profile/655476 lfs.net] よりお気軽にご連絡下さい! ==== ドメイン lfs.jp について ==== 貴重な三文字ドメインであるにも関わらず、プレミアムでもなく普通のドメインとして売り出されていたので購入し、現在私が所有しております! とりあえず所有権を確保しただけですので、現在はこちらのWikiのメインページにリダイレクトするよう設定しています。 時間があれば、日本語版の公式ページのようなものを作ってみたいと思っています。 http://www.lfs.jp/ == テスト項目 == <div style="float:left;width:50%;min-width:300px"> <div style="float:left;width:50%;background-color:#c00"> <span style="color:#fff;padding-left:10px">test</span> </div> <div style="float:left;width:50%;background-color:#0c0"> <span style="color:#fff;padding-left:10px">test2</span> </div> </div> <div style="float:left;width:50%;min-width:300px;background-color:#00c"> <span style="color:#fff;padding-left:10px">test3</span> </div> <!-- 他言語へのリンク --> [[en:User:Skylinekakkoii]] 3f5c29445725cf0b36c620facc7e74709738abca 2428 2419 2017-03-22T15:41:27Z Skylinekakkoii 57 wikitext text/x-wiki ==== こんにちは! ==== 私の個人ページをご覧頂きありがとうございます! LFS username は変えられないので昔使ってた<del>ダサい</del>ものをそのまま使ってますが、普段は'''「S2KTS.」'''の名で活動しています。[http://kts.jp.net/ kts.jp.net] LFSオンラインではドライバー名としては<strong style="background-color:#ccc;padding:2px"><span style="color:purple">S2K</span><span style="color:yellow">TS</span><span style="color:white">[</span><span style="color:red">●</span><span style="color:white">]</span></strong>を使うことが多いです。 LFSではあまり日本人プレイヤーを見かけないので、少し悲しいなと思っています。 とても素晴らしいシミュレーターですので、まだプレイされてない方は、是非一度お試し下さい! そして、是非一緒に走りましょう! ==== ここのWikiについて ==== 私が編集を始めるまでの約10年間、中途半端な翻訳や古すぎる情報のまま放置されていました... (もちろん素晴らしい翻訳や編集当時は便利な情報などもたくさんありましたよ!) 英語のわからない方にはどれが正しい情報なのかが分からなかったりして、ゲームを始める前に放棄してしまう結果となるケースも多々あったのではないでしょうか... 日本語訳を希望されるページがあればそちらを優先的に編集していきますので、[https://www.lfs.net/profile/655476 lfs.net] よりお気軽にご連絡下さい! ==== ドメイン lfs.jp について ==== 貴重な三文字ドメインであるにも関わらず、プレミアムでもなく普通のドメインとして売り出されていたので購入し、現在私が所有しております! とりあえず所有権を確保しただけですので、現在はこちらのWikiの[[メインページ]]にリダイレクトするよう設定しています。 時間があれば、日本語版の公式ページのようなものを作ってみたいと思っています。 http://www.lfs.jp/ == テスト項目 == === レスポンシブデザイン === <div style="float:left;width:50%;min-width:300px"> <div style="float:left;width:50%;background-color:#c00"> <span style="color:#fff;padding-left:10px">test</span> </div> <div style="float:left;width:50%;background-color:#0c0"> <span style="color:#fff;padding-left:10px">test2</span> </div> </div> <div style="float:left;width:50%;min-width:300px;background-color:#00c"> <span style="color:#fff;padding-left:10px">test3</span> </div> <!-- 他言語へのリンク --> [[en:User:Skylinekakkoii]] 4cb129575f39239b1d42147dba4c206d4e0751fb Blackwood 0 1496 2420 2337 2017-03-22T14:20:49Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki [[Image:Blackwood-planet.jpg|thumb|Planet Blackwood by KiDCoDEa and DoN]] [[Image:BL1HiRes.jpg|thumb|シケインの後の長いBlackwoodバックストレート]] [https://www.lfs.net/tracks/BL Blackwood サーキット]は、2つのオンロードコースと1つのラリークロスコースをもつ、イングランドの田舎を想定したサーキットです。 このサーキットはブラインドコーナーや、シケイン、低速コーナーから高速コーナーまで、様々な要素を持っていることから、多用途なサーキットとして知られています。 == GP Track == {{Track |Longname=Blackwood GP |Shortname=BL1 |Trackmap=[[Image:BL1.jpg|300px|none]] |kmLength=3.3 |miLength=2.1 |Description=BlackwoodサーキットはLFSの歴史の中で、三度に渡り刷新されてきました。1つはS2バージョンの始まりに、1つはパッチYに、そしてもう1つはバージョン0.6Rです。<br />S2バージョンでは、より良いピットレーンが追加され、いくつかの大きなバンプが削除されました。そしてパッチYでは、設備の向上やシケインのタイト化などが図られました。<br />バージョン0.6Rでは全てのBlackwoodの環境が刷新されました。<br />タイトなシケインが長くワイドなものに変わったとはいえ、Blackwoodの基本的な要素はスポイルされていません。タイトなヘアピン(最初のコーナー)、長いストレートやS字コーナーはBlackwoodの見た目とフィーリングを特徴づけています。}} == Historic == {{Track |Longname=Blackwood Historic |Shortname=BL2 |Trackmap= |kmLength=3.3 |miLength=2.1 |Description=1コーナーの後のシケインがない以外は、GP Trackと同じコースです。}} == Rallycross == [[Image:BL2 clear hires.jpg|thumb|Blackwood Rallycrossコースの泥の中を走り抜ける車たち]] {{Track |Longname=Blackwood Rallycross |Shortname=BL3 |Trackmap=[[Image:BL2.jpg|300px|none]] |kmLength=1.8 |miLength=1.2 |Description=このコースはとてもワイドで、スターティンググリッドから3ワイドになることもあるラリークロスレースには理想的と言えます。たくさんのオーバーテイクスポットがあります。<br />このコースで難しいのは、泥のセクションにある、小さな丘とバンプです。サスペンションとクラッチにダメージが入らないように気を付けましょう。<br />とにかく車を安定させることがあなたのメインタスクです。<br />50%がアスファルトで、50%がグラベルコースです。}} == Car Park == {{Track |Longname=Blackwood Car Park |Shortname=BL4 |Trackmap=[[Image:BL4.jpg|250px|none|border]] |kmLength=N/A |miLength=N/A |Description=大きな駐車場です。オートクロスコースを作ったり、駐車を学ぶには最適な場所です。}} {{サーキット}} <!-- カテゴリ --> [[Category:Demoサーキット]] <!-- 他言語へのリンク --> [[en:Blackwood]] [[it:Piste:Blackwood]] [[hu:Pályák:Blackwood]] [[ru:Трассы:Blackwood]] 3f54fd49dd474ce5b6824c420223276c6b817e6e South City 0 1528 2421 2339 2017-03-22T14:21:13Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki [[Image:Southcity-planet.jpg|thumb|Planet South City by KiDCoDEa and DoN]] [[Image:SCHiRes.jpg|thumb|コースの一部であるSouth City highway]] 街を模倣した環境のSouth Cityサーキットはタイトなコーナーやたくさんのガードレールが特徴です。そして、もっとも人気なS1サーキットです。 6つの設定と逆走設定があります。これらは始めたばかりのドライバーはもちろん、熟練したドライバーにとっても素晴らしいコースとなっています。 == Classic == [[Image:SO T2 sunset hires.jpg|thumb|タイトなClassicの2コーナー]] {{Track |Longname=South City Classic |Shortname=SO1 |Trackmap=[[Image:SO1.jpg|none|300px]] |kmLength=2.0 |miLength=1.2 |Description=LFS S1で最も人気のあるコースのうちの一つです。South Cityのストリートの中で行う、短く高速なコース設定です。壁に囲まれた、バス停の形をした2つのシケインがコースの途中にあることがこのコースの特徴です。ここを出来るだけ速く立ち上がることは、バックストレートでの速度を稼ぐために重要で、難しい要素となっています。綺麗な長いコーナーを抜けると、スターティングストレートがあなたを待っています。}} == Sprint Track 1 == {{Track |Longname=South City Sprint Track 1 |Shortname=SO2 |Trackmap=[[Image:SO2.jpg|none|300px]] |kmLength=2.0 |miLength=1.2 |Description=短いコース長であるにもかかわらず、このコースは2つの長いストレートを持っています。オーバーテイクが簡単なので、レースに使うには素晴らしいコースといえます。スプリントコースなので、タイヤ交換やダメージ修理のためにピットに入ることができません。ですので、このコースでは気を付けて運転しましょう。}} == Sprint Track 2 == [[Image:SO3 pits cloudy hires.jpg|thumb|Sprint Track 2 のピットレーンとスタート/フィニッシュ ストレート]] {{Track |Longname=South City Sprint Track 2 |Shortname=SO3 |Trackmap=[[Image:SO3.jpg|none|300px]] |kmLength=1.3 |miLength=0.8 |Description=これはLFSの舗装コースの中で最も短いコースです。しかし、その長さにもかかわらず、トリッキーなコーナーがたくさんそろっています。従って、オーバーテイクを何回も行うことは難しいでしょう。このコースの特徴はスタート後の連続したコーナーと、最終コーナー手前のバンピーなブレーキングゾーンです。ここでバランスを保ち続けるのはとても難しいです。ピットエリアがありますが、これはスタート時にのみ使用可能で、ピットストップを行うことはできません。Sprint Track 1と同じく、このコースもスプリントコースです。}} == City Long == {{Track |Longname=South City City Long |Shortname=SO4 |Trackmap=[[Image:SO4.jpg|none|300px]] |kmLength=4.0 |miLength=2.5 |Description=名前が示す通り、これは最も長いSouth Cityのコース設定です。最初のセクションはClassic、2つ目のセクションはSprint Track 2、そして最後はSprint Track 1のコースを通ります。このコースで速いということは、全てのSouth Cityのコース設定で速いということを意味します。}} == Town Course == {{Track |Longname=South City Town Course |Shortname=SO5 |Trackmap=[[Image:SO5.jpg|none|300px]] |kmLength=3.1 |miLength=1.9 |Description=このコースはCity Longとよく似ています。違いは最後のセクションのみで、タイトのヘアピンの後はClassicと同じように長いストレートを通ります。Classicの'バス停'セクションが苦手だけど、他の部分を練習したいという方はこちらのコース設定を使うとよいでしょう。ただし、Sprint Track 2の曲がりくねったセクションがあることを忘れないで下さい。}} == Chicane Route == {{Track |Longname=South City Chicane Route |Shortname=SO6 |Trackmap=[[Image:SO6.jpg|none|300px]] |kmLength=2.9 |miLength=1.8 |Description=このコースはCity LongからSprint Track 2を引いたコースです。ノーマル設定では、他のSouth Cityのコース設定とは反対の方向に走るよう設定されています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 他言語へのリンク --> [[en:South_City]] [[es:Tracks:South_City]] [[de:Strecken:South_City]] [[it:Piste:South_City]] [[hu:Pályák:South City]] [[ru:Трассы:South City]] b0278d6b4d50db4d0f3071c05d7fa8a28123ce52 Fern Bay 0 1530 2422 2341 2017-03-22T14:21:52Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki [[Image:Fernbay-planet.jpg|thumb|Planet Fern Bay by KiDCoDEa and DoN]] [[Image:FE1HiRes.jpg|thumb|有名なFern Bay Greenシケインの入口]] [[Image:FE2HiRes.jpg|thumb|Fern Bay Club/Gold/Blackの第一コーナー]] Fern Bayサーキットはジャマイカの海岸に存在する設定であり、タイトで曲がりくねったコースです。4つのオンロードと2つのラリークロス設定があります。S1の中で最も長い 6.6km (4.1 mi) の設定を持っています。 == Club == {{Track |Longname=Fern Bay Club |Shortname=FE1 |Trackmap=[[Image:FE1.jpg|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=小さい車に適した短いコースです。ひっくり返ってしまうことのないよう、3コーナーの高い縁石には気を付けて下さい!}} == Green == {{Track |Longname=Fern Bay Green |Shortname=FE2 |Trackmap=[[Image:FE2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=このコースは高速な第一シケインで有名です。たくさんのオーバーテイクスポットがあります。}} == Gold == {{Track |Longname=Fern Bay Gold |Shortname=FE3 |Trackmap=[[Image:FE3.jpg|300px|none]] |kmLength=3.5 |miLength=2.2 |Description=連続した2つの高速右コーナーの後の鉄道橋がこのコースを運転してまず初めに覚えるポイントでしょう。様々なレイアウトの素晴らしい組み合わせや、いくつかの丘を見つけることができるでしょう。このコースには3つのストレートしかないので、タイムアタックする際には時間を賢く使う必要があります。}} == Black == {{Track |Longname=Fern Bay Black |Shortname=FE4 |Trackmap=[[Image:FE4.jpg|300px|none]] |kmLength=6.6 |miLength=4.1 |Description=S1で最も長いコースです。このコースはGoldとGreenを合体させたものです。とても狭いコーナーがたくさんあるので、LFSでもっとも難しいコースでしょう。}} == Rallycross == {{Track |Longname=Fern Bay Rallycross |Shortname=FE5 |Trackmap=[[Image:FE5.jpg|300px|none]] |kmLength=2.0 |miLength=1.3 |Description=このコースは、70%のロードコースと30%の砂と泥の道で構成されているラリークロスコースです。コースのほとんどはとても細く、曲がりくねっています。一方で、ホームストレートは非常に広く長くなっています。このコースでのオーバーテイクスポットはここだけです。このストレートと、タイトヘアピン、そして、コース中盤にある大きなジャンピングポイントがこのコースの主な特徴です。}} == Rallycross Green == {{Track |Longname=Fern Bay Rallycross Green |Shortname=FE6 |Trackmap=[[Image:FE6.jpg|300px|none]] |kmLength=0.7 |miLength=0.5 |Description=とても短いラリークロスコースです。60%が舗装路で、40%が砂と泥のコースです。このコースでは1つしかない短いストレートと、テクニカルなコーナーしかないので、オーバーテイクは非常に難しいでしょう。ここではスタートがとても重要となります。オーバーテイクができるポイントは、1コーナーの直前と、砂と泥のコースが終わる部分にある長い右コーナーだけです。ピットエリアがありますが、コースインの際にのみ使われるものであり、ダメージ修理や燃料補給はできません。}} {{サーキット}} <!-- カテゴリ --> [[Category:S1サーキット]] <!-- 他言語へのリンク --> [[en:Fern Bay]] [[hu:Pályák:Fern Bay]] [[it:Piste:Fern Bay]] [[ru:Трассы:Fern Bay]] 030970a17eef2a2f52328bd37d303ca1faf4e627 Kyoto Ring 0 1521 2423 2346 2017-03-22T14:23:51Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki [[Image:KYHiRes.jpg|thumb|Kyoto Ring]] 日本に存在する設定で、トライオーバルや全ての設定とリンクするような「リング」をイメージして作られています。1つのオーバル設定と、2つのオンロード設定があります。コース設定は様々な状態へと変えることができます。ここでは遅いレースと速いレースのどちらも楽しめるでしょう。 == Oval == {{Track |Longname=Kyoto Ring Oval |Shortname=KY1 |Trackmap=[[Image:KY1.jpg|300px]] |kmLength=3.0 |miLength=1.9 |Description=傾斜のきついバンクのついたLFSでもっとも速度域の高いトライオーバルコースです。3つ目の最終コーナーが最も遅く、バンク角も最も小さいです。 スタートラインの直線はわずかに曲がっており、注意して走行しないとクラッシュを招きます。スリップストリームや、燃料とタイヤの戦略がこのサーキットでは最も大きな役割を果たすでしょう。}} == National == {{Track |Longname=Kyoto Ring National |Shortname=KY2 |Trackmap=[[Image:KY2.jpg|300px]] |kmLength=5.1 |miLength=3.2 |Description=このコースの一部は、(基本的にはロングワイドストレートとカウントされますが) オーバルとなっています。しかし、それ以外の部分はとても狭く曲がりくねっています。}} == GP Long == {{Track |Longname=Kyoto Ring GP Long |Shortname=KY3 |Trackmap=[[Image:KY3.jpg|300px]] |kmLength=7.4 |miLength=4.6 |Description=この設定では専用のピットエリアとメインストレートを持っています。オーバルは1コーナーしか使いませんが、それ以外にもとても速度域の高い直線ととてもゆるやかなカーブを持っています。LFSで最も長いコースの1つです。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Kyoto Ring]] [[it:Piste:Kyoto Ring]] [[hu:Pályák:Kyoto Ring]] [[ru:Трассы:Kyoto Ring]] 5572f41242f013ba589af21abe41b3059025246b Westhill 0 1531 2424 2382 2017-03-22T14:24:47Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki [[Image:Westhill-planet.jpg|thumb|Planet Westhill by KiDCoDEa and DoN]] [[Image:WEHiRes.jpg|thumb|Westhill]] このサーキットは全てのタイプのレーサーにとって理想的な環境となるように作られました。メインコースには、ブラインドファーストコーナーと、ワイドな高速コーナーや、とても面白いシケイン、そして、S2で最も広く、美しいストレートがあります。最近では、2つのカートコースがつくられました。1つは小さく、1つは大きく、レーシングドライバーにもぴったりのチャレンジングなコースです。 == National == {{Track |Longname=Westhill National |Shortname=WE1 |Trackmap=[[Image:WE1.jpg|300px|none]] |kmLength=4.4 |miLength=2.7 |Description=Internationalを短くしたコース設定です。Internationalコースを抜ける際にはブラインドダウンヒルコーナーがあります。このコースは比較的遅い車に特に適した環境です。}} == International == {{Track |Longname=Westhill International |Shortname=WE2 |Trackmap=[[Image:WE2.jpg|300px|none]] |kmLength=5.8 |miLength=3.6 |Description=イングランドの農村に位置する設定の5.8kmのコースです。高速でワイドなコーナーがあり、2つのシケインと、S2で最もワイドで最も綺麗なフィニッシュストレートがこのコースの魅力的な要素です。コースの大部分はとても高速となっています。起伏の激しいこのコースは、比較的速い車に適しています。}} == Car Park == {{Track |Longname=Westhill Car Park |Shortname=WE3 |Trackmap=[[Image:WE3.jpg|300px|none]] |kmLength=N/A |miLength=N/A |Description=サーキットの奥にある、広大なパーキングエリアです。約750m x 210m の長方形のような形をしています。}} == Karting == {{Track |Longname=Westhill Karting |Shortname=WE4 |Trackmap=[[Image:WE4.jpg|300px|none]] |kmLength=0.5 |miLength=0.3 |Description=小さなカートコースです。[[シングルシーター#MRT5|MRT]] でレースをするのに適しています。}} == Karting National == {{Track |Longname=Westhill Karting National |Shortname=WE5 |Trackmap=[[Image:WE5.jpg|300px|none]] |kmLength=1.3 |miLength=0.8 |Description=Kartingよりも大きいバージョンのコース設定です。同じくらいの細い幅でありながら、Kartingよりも速いコーナーで構成されています。ドアtoドアのレースを見ることができるでしょう。}} == 周囲のエリア == オープンレイアウトを選択すると、レースコース外へとアクセスすることができます。 オートクロスなどでコースを作る際には、駐車場や、舗装路や未舗装エリアも使用することができます。 オートクロスについての説明は、[[オートクロスエディタ|こちら]]をご覧ください。 [[Image:WE_OpenConfig.jpg|800px|公式コースレイアウト外でのレース]] {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Westhill]] [[it:Piste:Westhill]] [[hu:Pályák:Westhill]] [[ru:Трасса:Westhill]] 7b63772751fcd3c6dea403bf5534d4c580fe7a42 Aston 0 1532 2425 2350 2017-03-22T14:25:46Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki [[Image:ASHiRes.jpg|thumb|Aston]] [[Image:AS2HiRes.jpg|thumb|有名なダウンヒルシケイン]] Astonレースサーキットは、たくさんの森や小さな丘など、イギリスの田舎の雰囲気を再現したサーキットで、7つの長さの異なるコース設定を持っています。S2で最も長い 8.8km (5.5 mi) のコース設定を持っています。また、S2で最も人気のサーキットです。様々な速度域のコーナー、高低差、そして高速シケインがこのサーキットを構成する主な材料です。 == Cadet == {{Track |Longname=Aston Cadet |Shortname=AS1 |Trackmap=[[Image:AS1.jpg|300px|none]] |kmLength=1.9 |miLength=1.2 |Description=CadetはAstonの中で最も短いコース設定です。連続した低速コーナーを越えた後は、素晴らしいダウンヒルシケインが待っています。最終コーナーでのブレーキングではバランスを崩さないように注意してください。CadetとNorthは他のコース設定とは別のピットレーンとスタート/フィニッシュラインを使用しています。}} == Club == {{Track |Longname=Aston Club |Shortname=AS2 |Trackmap=[[Image:AS2.jpg|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=Clubはとても有名なコースで、特に[[車:FWD_GTRクラス#XF_GTR|XFR]]とマッチしたコースです。この主な理由は、このコースはオーバーテイクを行える、たくさんのフルスロットルセクションがあるためです。コースの中間にある、シケインのような連続したコーナーと、メインストレートの直前にあるシケインは、このコースの最もチャレンジングな要素です。}} == National == {{Track |Longname=Aston National |Shortname=AS3 |Trackmap=[[Image:AS3.jpg|300px|none]] |kmLength=5.6 |miLength=3.5 |Description=Astonで最も人気なコース設定です。恐らく、このコースであれば、走っているプレイヤーをいつでも見つけることができるでしょう。また、この設定でもオーバーテイクは非常に簡単となっています。コースの中間にとても低速なコーナーがいくつもあるにも関わらず、全体的に見るととても高速なコース設定です。ここでは、ほとんどのプレイヤーがGTRを使うのを好みます。}} == Historic == {{Track |Longname=Aston Historic |Shortname=AS4 |Trackmap=[[Image:AS4.jpg|300px|none]] |kmLength=8.1 |miLength=5.0 |Description=とても長いコース設定です。1コーナーを曲がると、Cadetシケインを逆走するように走ります。Cadetシケインの後にはもう一つシケインがあり、これを通過すると、Grand Prixセクションへと入ります。長いストレートと高速右コーナーを過ぎると、緩い高速コーナーセクションへと入ります。このセクションの長い左コーナーを抜けるとNationalコースへ入ります。このコースはいくつかの違い(特にCadetシケイン)を除いて、Grand Prixと似ています。}} == Grand Prix == {{Track |Longname=Aston Grand Prix |Shortname=AS5 |Trackmap=[[Image:AS5.jpg|300px|none]] |kmLength=8.8 |miLength=5.5 |Description=Astonで、また同時にLFSでも最も長いコース設定です。Historicに似ていて、危険な部分を遠回りしたようなコースです。Cadetシケインを通らない代わりに、Nationalにより長く留まることになります。Historicの高速5コーナーの代わりに高速シケインが設置されています。}} == Grand Touring == {{Track |Longname=Aston Grand Touring |Shortname=AS6 |Trackmap=[[Image:AS6.jpg|300px|none]] |kmLength=8.0 |miLength=5.0 |Description=Grand Prinxから、その高速1、2コーナーを取り除き、Clubの低速1コーナーを使うようにしたコースです。}} == North == {{Track |Longname=Aston North |Shortname=AS7 |Trackmap=[[Image:AS7.jpg|300px|none]] |kmLength=5.2 |miLength=3.2 |Description=Cadetを延長したようなコースで、1速や2速を使用する低速コーナー、そしてブラインドS字コーナーをいくつか持っています。}} {{サーキット}} <!-- カテゴリ --> [[Category:S2サーキット]] <!-- 他言語へのリンク --> [[en:Aston]] [[hu:Pályák:Aston]] [[it:Piste:Aston]] [[ru:Трассы:Aston]] c43eae467261566280ef4a028a5100e31006de5d Rockingham 0 1501 2426 2352 2017-03-22T14:26:31Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki [[Image:ROK VWS7.jpg|thumb|300px|Rockingham のピットレーン]] [https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway イングランドに実在]する、ヨーロッパでも速度域の高いレーシングサーキットです。レーザースキャンによって高精度に再現されています。Rockinghamはインフィールドにたくさんの設定を持つオーバルコースです。 == ISSC == {{Track |Longname=Rockingham ISSC |Shortname=RO1 |Trackmap=[[Image:RO1-Pits.png|300px|none]] |kmLength=3.1 |miLength=1.9 |Description=説明は準備中です...}} == National == {{Track |Longname=Rockingham National |Shortname=RO2 |Trackmap=[[Image:RO2-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です....}} == Oval == {{Track |Longname=Rockingham Oval |Shortname=RO3 |Trackmap=[[Image:RO3-Pits.png|300px|none]] |kmLength=2.4 |miLength=1.5 |Description=説明は準備中です...}} == ISSC Long == {{Track |Longname=Rockingham ISSC Long |Shortname=RO4 |Trackmap=[[Image:RO4-Pits.png|300px|none]] |kmLength=3.3 |miLength=2.0 |Description=説明は準備中です....}} == Lake == {{Track |Longname=Rockingham Lake |Shortname=RO5 |Trackmap=[[Image:RO5.png|300px|none]] |kmLength=1.0 |miLength=0.7 |Description=説明は準備中です...}} == Handling == {{Track |Longname=Rockingham Handling |Shortname=RO6 |Trackmap=[[Image:RO6-Pits.png|300px|none]] |kmLength=1.6 |miLength=1.0 |Description=説明は準備中です...}} == International == {{Track |Longname=Rockingham International |Shortname=RO7 |Trackmap=[[Image:RO7-Pits.png|300px|none]] |kmLength=3.9 |miLength=2.4 |Description=説明は準備中です...}} == Historic == {{Track |Longname=Rockingham Historic |Shortname=RO8 |Trackmap=[[Image:RO8-Pits.png|300px|none]] |kmLength=3.6 |miLength=2.2 |Description=説明は準備中です...}} == Historic Short == {{Track |Longname=Rockingham Historic Short |Shortname=RO9 |Trackmap=[[Image:RO9-Pits.png|300px|none]] |kmLength=2.2 |miLength=1.4 |Description=説明は準備中です...}} == International Long == {{Track |Longname=Rockingham International Long |Shortname=RO10 |Trackmap=[[Image:RO10-Pits.png|300px|none]] |kmLength=4.1 |miLength=2.5 |Description=説明は準備中です...}} == Sportscar == {{Track |Longname=Rockingham Sportscar |Shortname=RO11 |Trackmap=[[Image:RO11-Pits.png|300px|none]] |kmLength=2.7 |miLength=1.7 |Description=説明は準備中です...}} {{サーキット}} <!-- カテゴリ --> [[Category:S3サーキット]] <!-- 他言語へのリンク --> [[en:Rockingham]] [[hu:Pályák:Rockingham]] [[it:Piste:Rockingham]] [[ru:Трассы:Rockingham]] 3786e8040bc3b51e6b31402feab2eaba6a3d011a キーコンフィグ 0 1478 2427 2276 2017-03-22T14:51:11Z Skylinekakkoii 57 レスポンシブデザイン化 wikitext text/x-wiki == キー割り当て == === 車の操作 === <div style="float:left;width:50%;min-width:350px"> {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} === レース中の車のデータ === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報 |- ! F11 | ライブセッティング情報 |- ! F12 | ピット戦略情報<br />(矢印キーでピット戦略を変更できます。) |- ! F | 荷重の表示<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイ |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 === ゲーム操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} === 視点操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} === フリー視点 / オートクロスエディタ === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} === リプレイ操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 </div> <div style="float:left;width:50%;min-width:350px"> === チャット操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} === ロビー / ガレージ === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} === 接続リストのコマンド === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} === 共通 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 === コントローラ / サウンド === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | AT/MT切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} === その他 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} === グラフィック === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} </div> {{-}} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 他言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] ed75d040aec1b0393bce666a0c2e43f33df0a687 2429 2427 2017-03-23T08:05:03Z Skylinekakkoii 57 レイアウト修正 wikitext text/x-wiki == キー割り当て == <div style="float:left;width:50%;min-width:350px"> === 車の操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ可能なキー''' |- ! 左マウスボタン | アクセル |- ! 右マウスボタン | ブレーキ |- ! 左右マウス移動 | ステアリング |- ! S | シフトアップ |- ! X | シフトダウン |- ! C | クラッチ |- ! Q | ハンド(サイド)ブレーキ |- ! W | サイドビュー左 |- ! E | サイドビュー右 |- ! R | リアビュー |- ! B | ホーン(クラクション) |- ! G | パッシングライト |- ! SPACE | 車をリセットする |- ! L | ピットレーンリミッター |- ! O | トラクションコントロール |- ! I | イグニッション |- | colspan="2" bgcolor="lightgrey" | '''カスタマイズ不可能なキー''' |- ! 3 | ヘッドライトのON/OFF切り替え |- ! 7 | 左ウィンカーON |- ! 8 | 右ウィンカーON |- ! 9 | ハザードランプON |- ! 0 | ウィンカー類をOFFにする |} === レース中の車のデータ === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! F9 | タイヤ,クラッチ温度情報(温度、表面情報、消耗状況) |- ! F10 | サスペンションダメージ,クラッチ温度情報 |- ! F11 | ライブセッティング情報 |- ! F12 | ピット戦略情報<br />(矢印キーでピット戦略を変更できます。) |- ! F | 荷重の表示<br />(車輪とそこに加わる力のベクトルを表示します。) |- ! SHIFT+L | サスペンション情報オーバーレイ |} '''注意:''' F9キーはTrackIRのON/OFFを切り替えるデフォルトキーでもあります。この競合はLFS内のキーが動作しなくなる原因になる可能性があります。これを防ぐには、Track IRソフトウェア上で、LFS内で使用されていない他のキーへ割り当てを変更して下さい。 === ゲーム操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 機能 |- ! SHIFT+R | レースリスタートへ投票 |- ! SHIFT+X | レース終了へ投票 |- ! SHIFT+Q | 予選レースへ投票 |- ! SHIFT+J | レースに参加する |- ! SHIFT+P | ガレージに入る |- ! SHIFT+S | 観戦モードへ切り替える |- ! SHIFT+O | オプションメニューを開く |} === 視点操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! W | 左を見る |- ! E | 右を見る |- ! R | 後ろを見る |- ! TAB | 次の車へ視点を切り替える(レースのグリッド順) |- ! SHIFT+TAB | 前の車へ視点を切り替える(レースのグリッド順) |- ! HOME | 自分の車へ視点を戻す |- ! CTRL+TAB | リザルト表示を切り替える |- ! N | 名前を表示する(オフ / 接続リスト / 車の上に名前を表示する) |- ! V | 視点を切り替える |- ! SHIFT+U | フリー視点 / AutoX エディタ |- ! SHIFT+F | 全ての情報を画面から消す |- ! SHIFT+M | ミラーのON/OFFを切り替える |- ! SHIFT+Z | マウスカーソルの表示/非表示を切り替える |- ! SHIFT+F1 | デフォルトのドライバ視点へ切り替える |- ! CTRL+SHIFT | FPS表示が有効化されている場合に、現在の時刻の表示/非表示を切り替える |- ! 5 | ズームイン |- ! 6 | ズームアウト |} === フリー視点 / オートクロスエディタ === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! D | 距離測定ツール |- ! CTRL(ホールド) | 複数のオブジェクトの選択 |} === リプレイ操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 1 | リプレイを見る |- ! 2 | リプレイを保存する |- ! F2 | リプレイの再生速度を遅くする |- ! F3 | リプレイの再生速度を速くする |- ! SPACE | リプレイを一時停止する |- ! . / , | フレーム単位で再生する |} '''注意:''' 他のオプションは、マウスカーソルを画面下部へ動かした際にポップアップで表示されます。 </div> <div style="float:left;width:50%;min-width:350px"> === チャット操作 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! T | チャット入力画面を開く |- ! F1-F8 | カスタイマイズ可能なメッセージ(ショートカット) |- ! CTRL+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! ALT+F1-F12 | カスタイマイズ可能なメッセージ(ショートカット) |- ! H | チャットログの表示/非表示を切り替える |- ! - | 全てのチャットメッセージをブロック/ブロック解除 |- ! SHIFT+- | 全てのチャットメッセージをブロック/ブロック解除(ゲームメッセージも含む) |- ! CTRL+C | 選択したテキストをコピーする |- ! CTRL+V | 選択したテキストを貼り付ける |- ! CTRL+X | 選択したテキストをカットする |- ! 矢印キー上下 | スクロール上下 |} === ロビー / ガレージ === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 右クリック | 値を10単位で変更する |} === 接続リストのコマンド === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! ボタン ! 機能 |- ! SS | セットアップを送る |- ! 緑色に表示されいてるS | 送られたセットアップを保存する |- ! T | 自分の車に乗ってもらう |} === 共通 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+右クリック | スライダーの値をコピーする |- ! SHIFT+右クリック | スライダーの値を貼り付ける |- ! 右クリック | 直接値を入力する(スライダー上) |- ! CTRL+左クリック | テキストの色の変更 |} '''補足:''' テキストの色の変更は、テキストダイアログが開かれいてる時にのみ可能です。色のついたボックスをクリックすることでテキストの色を変えられます。CTRL+番号(0-8)をショートカットとして使うこともできます。 === コントローラ / サウンド === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! < | FFBを弱める(英字キーボード) |- ! , | FFBを弱める(Extendedキーボード) |- ! > | FFBを強める(英字キーボード) |- ! . | FFBを強める(Extendedキーボード) |- ! SHIFT+A | 車のサウンドエディタ |- ! SHIFT+C | コントローラの再起動/再認識 |- ! SHIFT+G | AT/MT切り替え |- ! SHIFT+H | ホーンタイプの変更 |- ! SHIFT+N | サウンドのON/OFF切り替え |- ! SHIFT+W | サウンドの再起動/再認識 |- ! SHIFT+K | 次のトラックへ |- ! CTRL+C | マウスをウィンドウ外へクリップする |} === その他 === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! 4 | レースラインの表示切替え |- ! P | ポーズ(シングルモードのみ) |- ! SHIFT+F5 | 現在の言語ファイルをリロードする(英語以外) |- ! SHIFT+O | RAFフォルダへ車の情報をアウトプットする(ガレージ内) |} === グラフィック === {| class="wikitable" style="font-size: 85%; text-align: center; width: 300px" ! キー ! 動作 |- ! CTRL+S | LFS\data\shots へスクリーンショットを保存する |- ! SHIFT+F4 | フルスクリーンモードとウィンドウモードを切り替える |- ! SHIFT+F9 | 画面解像度を1024x768へ変更する<br/>(デフォルト, カスタマイズ可能です。) |- ! SHIFT+F10 | フルスクリーンモード |- ! SHIFT+F11 | ボーダレスウィンドウモード(シングルモニター) |- ! SHIFT+F12 | ボーダレスウィンドウモード(マルチモニター) |} </div> {{-}} == LFS World コマンド == LFSでは、チャットに以下のようなコマンドを入力することで、各種情報を取得することができます。 '''/w コマンド username''' - (例:「/w pb」「/w pb johndoeracer」) '''/ws コース 車 コマンド''' - (例:「/ws bl1 mrt laps」) {| class="wikitable" ! コマンド !! 代理コマンド !! 機能 |- ! pb !! | 現在のコースと車でのパーソナルベスト |- ! hotlap !! hl | 現在のコースと車でのホットラップ |- ! wr !! | 現在のコースと車でのワールドレコード |- ! laps !! l | 現在のコースと車でのラップ数 |- ! tlaps !! tl | 現在のコースと車でのトータルラップ数 |- ! distance !! ds | 積算走行距離 |- ! win !! 1 | レースの1位を表示 |- ! second !! 2 | レースの2位を表示 |- ! third !! 3 | レースの3位を表示 |- ! drags !! dr | 累計ドラッグレース数/勝利数 |- ! help !! ? | コマンドリストと使い方(?) |} === SMS機能 === [[LFS_World#Live_for_Speed_SMS_テキストメッセージシステム | Live for Speed SMS テキストメッセージシステム]]の機能です。 '''/w msg USERNAME''' - 他のLFSプレイヤーへSMSの送信を開始する '''/w txt MESSAGE''' - テキストを追加し、ケータイへ送信する '''注意:''' SMS機能は有料です。 <!-- 他言語へのリンク --> [[en:Keys]] [[hu:Irányítás]] d11cf2d0ff51a862a60c23fa23df6205876558af LFS プログラミング 0 1557 2430 2399 2017-03-24T13:14:51Z Skylinekakkoii 57 /* LFSの文字とエスケープコード */ 一部翻訳 "キリル語"には違和感がありますが、Microsoftがそう翻訳しているので... wikitext text/x-wiki == はじめに == By its nature LFS is a very programmer friendly game and, while customisation of the game engine itself is frowned upon, there are many other avenues available for budding addon writers to explore. Whether it's parsing some esoteric file format, writing your own server system, or just grabbing your friend's hotlaps from LFSWorld, LFS has something to keep even the most adventurous hackers busy! The following category attempts to explain and document the many various programmer topics related to LFS, in hopefully a clear and useful way. Our job of course is not to teach you how to program, there are many, many books about that, but to show you the myriad possibilities for customising LFS which are right at your fingertips. == プログラミングカテゴリ == === InSim === [[InSim]] は、外部プログラムとLive for Speedの通信を可能にするプロトコルです。これを使用すると、LFSとソケット通信を行い、パケットデータの送受信を行うことができます。The InSim protocol describes how each of these packets is formatted, and any programming language which can create a network connection and send and receive strings of binary data can interface with it. === InSim Relay === With [[InSim Relay]] you can connect to any subscribed host and share a subset of InSim packets. This is mainly used in the creation of spectator style apps, such as LFSRemote. === OutSim / OutGauge === [[OutSim / OutGauge|OutSim と OutGauge]] も外部プログラムとソケット通信を可能にするものです。InSimと似ていますが、こちらはモーションシミュレーターや外部ダッシュボード(メーターなど)に向けて作られたものです。 === LFSWorld ステータス === [http://www.lfsforum.net/showthread.php?t=14480 LFSWorld ステータス] では、ホストに関する全ての情報(プレイ中のレーサーの情報など)を取得するクエリを使用することができます。 === ファイルフォーマット === LFS独自のたくさんの [[ファイルフォーマット]] は、開発チーム(公式)や、HEXエディタを使った熱狂的なハッカーたち(非公式)によってドキュメント化されています。 == 共通のプログラミング情報 == === データ型 === LFSのゲームクライアントはC++によって書かれており、ほとんどのデータ型はC++の言語仕様に準拠しています。The following table represents a breakdown of what each data-type means and what sort of value it holds. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="800" ! colspan="4" style="background-color: #0066CC; color:#FFFFFF;" |'''データ型''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | LFS ! style="border: 1px solid #000000;" | データ型 ! style="border: 1px solid #000000;" | PHP パック型 ! style="border: 1px solid #000000;" | 説明 |- | char | 1 byte signed integer | a or C | An alphanumeric character (or a number between -128 to 127) |- | byte | 1 byte unsigned integer | C | A number between 0 and 255 |- | word | 2 byte unsigned integer | v | A number between 0 and 65,535 |- | short | 2 byte signed integer | s | A number between -32,768 and +32,767 |- | unsigned | 4 byte unsigned integer | V | A number between 0 and +4,294,967,295 |- | int | 4 byte signed integer | l | A number between -2,147,483,648 and +2,147,483,647 |- | float | 4 byte floating point number | f | A number with a decimal point |} In C strings are not first-class data-types, merely arrays of characters, so you will often see strings denoted using the following syntax. <big><pre>char[16] <variable></pre></big> This indicates that the variable is a string of 16 characters in length, but in reality as the last character in a C-style string is always NULL, it would only be able to hold a value of 15 characters. For php in this case, you would use the 'a' as the pack format code, with a 16 following after it's declaration. For example: <pre>pack('a16', $variable);</pre> === LFSの文字とエスケープコード === Strings in LFS are C-style strings, meaning that they end with a NULL character, or are often padded with NULL characters. Most other high-level languages have done away with this limitation, so it's important to strip any NULL characters from the end of a string before using it. LFS handles strings in its own way, it uses Windows codepages sepearared by special escape characters. ---- 以下の表にあるコードは、それぞれのコードページを参照させるエスケープコードです。この表は、実際には100%正確ではありませんが、ほとんどの目的に対しては期待される結果が得られるでしょう。 {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="3" style="background-color: #0066CC; color:#FFFFFF;" |'''コードページ''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | コード ! style="border: 1px solid #000000;" | 名前 ! style="border: 1px solid #000000;" | コードページ |- | ^L | ラテン語 (Latin 1) | CP1252 |- | ^G | ギリシア語 (Greek) | CP1253 |- | ^C | キリル語 (Cyrillic) | CP1251 |- | ^J | 日本語 (Japanese) | CP932 |- | ^E | 中央ヨーロッパ (Central Europe) | CP1250 |- | ^T | トルコ語 (Turkish) | CP1254 |- | ^B | バルト語 (Baltic) | CP1257 |- | ^H | 繁体字 中国語 (Traditional Chinese) | CP950 |- | ^S | 簡体字 中国語 (Simplified Chinese) | CP936 |- | ^K | 韓国語 (Korean) | CP949 |} 他にも、特殊文字を表記するエスケープコードがいくつかあります。 {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="2" style="background-color: #0066CC; color:#FFFFFF;" |'''エスケープコード''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | コード ! style="border: 1px solid #000000;" | 文字 |- | ^v | <nowiki>|</nowiki> |- | ^a | * |- | ^c | : |- | ^d | \ |- | ^s | / |- | ^q | ? |- | ^t | " |- | ^l | < |- | ^r | > |- | ^h | # |- | ^^ | ^ |} そして最後に、文字色も以下の表のエスケープコードを使用して表記されています。 {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="2" style="background-color: #0066CC; color:#FFFFFF;" |'''文字色''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | コード ! style="border: 1px solid #000000;" | 色 |- | ^0 | 黒 |- | ^1 | 赤 |- | ^2 | 黄緑 |- | ^3 | 黄 |- | ^4 | 青 |- | ^5 | 紫 |- | ^6 | 薄青 |- | ^7 | 白 |- | ^8 | 濃緑 (デフォルト) |- | ^9 | オリジナルの文字色とコードページ |} <!-- 他言語へのリンク --> [[en:LFS Programming]] 48ad77b6c69dce51c0e02d56ac44ea5f7e9e827b メインページ 0 1 2435 2397 2017-03-25T19:41:57Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #ドライビングガイド #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーンなレースをするために]] #*[[初心者への注意]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロスエディタ]] #*[[ムービー作成 チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #[[LFS プログラミング]] #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[LFS News]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 1c651ada15ad8c18b8ed5acaac619c3b1c835cca 2445 2435 2017-05-05T12:32:19Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #ドライビングガイド #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーンなレースをするために]] #*[[初心者への注意]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロスエディタ]] #*[[ムービー作成 チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #[[LFS プログラミング]] #*[[InSim チュートリアル]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 7151d0a17421ec4811b0d9e50be3ad3779ad2f72 ドリフトガイド 0 1474 2436 2297 2017-03-25T19:44:43Z Skylinekakkoii 57 /* ドリフトコースを作る */ wikitext text/x-wiki ドリフトとは、コーナリング中にホイールスピンを伴ったスライドを行うことです。 ホイールスピンは車を前に進め、コーナーの内側へ車を動かすために起こされます。 この間、フロントタイヤはトラクションを保ったままです。 このテクニックにより、より高速でコーナリングを行うことができます。 ドリフトには様々なきっかけ作りなどの方法があります。 また、人によって異なる説明をする場合がありますので、間違っている文や改善すべき点があれば、是非追加、編集してください! == 車のチューニング == 車のチューニングは、あなたの車にどのようなドリフトができるかを決定する重要な要因のうちの1つです。 サスペンションをチューニングする最も簡単な方法は、リアのアンチロールバーを硬くし、フロントは柔らかくする方法です。もちろん、リアのアンチロールバーを柔らかくすることでより上手にドリフトできる場合もあります。 次に、タイヤに焦点を当てます。リアタイヤは基本的に、空気圧を通常よりも高い状態にしておくべきです。フロントタイヤの空気圧を下げた方がいい場合もあります。 最後に、ギアレシオを変更しましょう。ファイナルギアレシオの値を高くすると、よりトルクが発生するので、ホイールスピンやドリフトを発生させやすくなります。 硬いアンチロールバーをセッティングするとともに、硬いスプリングと、フロントタイヤへのネガティブキャンバーを設定すると良いでしょう。 あなたのドライブスタイルによって、ブレーキバランスはフロント側に振ったり、センター寄りにしたりすると良いでしょう。フロントへ設定すると、ブレーキング時に簡単にオーバーステアを誘発することができ、フロントホイールをロックさせることでスピン状態へ持ち込むことができます。センター寄りにすると、リアタイヤをロックさせやすくなったり、ドリフト状態を保つための色々な小技を使うことができるようになります (ここで説明するには複雑すぎますが、これにより全ての車輪をロックさせやすくなります)。 ディファレンシャルギアについては、機械式LSDを使うことをお勧めします。加速側はロック率を上げ、逆に減速側は下げるとよりドリフトしやすくなるでしょう。ロックデフはとても繊細なコントロールが要求されますが、ドリフトを開始するのはとても楽です。 何があなたに適しているか、色々と試してみましょう。ヘルプが必要であれば、[http://www.lfs.net/forum LFS Forum]で検索したり、質問してみたりして下さい。 '''より応用的なチューニング''':<br /> The main part is the suspension (this is only to experiment to make your set as good as it can be only if you have experience), which has a few setup areas that can make and break a set. The first is ride height, this is not important until the end of the suspension tuning. Stiffness, the stiffer the spring the more oversteer there generally is, so why not tighten up the rear all the way? In drifting you need control too, so you should have the rear springs generally about 3/4 of the way to the right, and about 1/3 to 1/2 in the front. then you should come back and tweak it as needed. then there is damping. This is how much resistance to bounce it has, you should drop your car and adjust it so there is the fall compress and depress and stops there, both for front and rear. It also affects fine tuning for drifts, so if you are understeering too much you should have a little less dampening and vice versa (that goes for grip too). Sway bars: these do not do much in drifting as far as I know, so I just have the front more then the rear by a little and keep it around 1/4 sway bar ride height. You should drop your car and have it low enough so it just barely looks like it is bottoming out. '''ドライブトレイン:''' to keep it simple enough, the locked diff is very easy to drift but hard to drive, open diff is opposite, clutch just puts force on having the wheels not spin at different speeds, and viscous depends on the speed of the wheels. I tend to like clutch at a pretty high locking, moderate coast, and kinda high force. Viscous at moderate force, and stay away from open. For gearing keep it how it was, and lower the final (to the right) a little bit so you can keep the RPMs up (have it so it maxes out at the fastest part of the track). '''タイヤ:''' タイヤの種類にあまりこだわる必要はありませんが、基本的にはノーマルタイヤを使うのが良いでしょう。First of all, you should put your front camber at -2.5 degrees, and your rear at about -.5 to -1.25. The tire pressure for the front should stay around 30 psi, and in the rear inflate them a lot so they don't get too hot too fast. '''乗員:''' 乗員の数はドリフトにはあまり関係ありませんが、完璧なバランスを求めるのであれば、助手席に誰かを乗せてみましょう。 == テクニック == ドリフトにはいくつかの方法があります。以下はいくつかの例のリストです。基本的なテクニックから、応用的な難しいテクニックまで含んでいます。 '''振りっ返しドリフト''': これは非常に基本的なもので、車を振り子のように振ることでリアを滑らすテクニックです。 '''ブレーキングドリフト''': This is performed by trail braking into a corner, then loss of grip is obtained & then balanced through steering and throttle inputs (note that this is mainly for medium to low speed corners). '''サイドブレーキドリフト''': Pull the E-Brake (or handbrake) to induce rear traction loss and balance drift through steering and throttle play (note that this can also be used to correct errors or fine tune drift angles). '''パワーオーバー''': This can be performed when entering a corner, using full throttle to produce heavy over-steer through the turn (note that you need "horsepower" to make this happen). '''クラッチ蹴り''': This is performed by depressing the clutch pedal on approach or during a mild drift, then pop the clutch to give a sudden jolt through the drive-line to upset rear traction. '''フェイントドリフト''': This is performed by rocking the car towards the outside of a turn and then using the rebound of grip to throw the car into the normal cornering direction (note that this is "heavy rally racing" technique used to change vehicle attitudes during cornering, mainly tight mountain corners). '''ダート落としドリフト''': これはリアタイヤをオフロードのダート部分へと落とすことによって、速度やパワーを失わずに角度を保ったり、増やしたりするテクニックです。次のコーナーへ備える際にも便利です (このテクニックはパワーの少ない車にとても有効です)。 '''シフトロック''': This is performed by letting the revs drop on downshift into a corner and then releasing the clutch to put stress on the drive-line to slow the rear tires inducing oversteer. This is like pulling the E-brake through a turn - note that this should be performed in the wet to minimize damage to the drive-line, etc. '''ロングサイドドリフト''': This is done by pulling the E-brake through a straight to start a high angle drift and to hold this to set up for the turn ahead (note that this can only be done at high speed). '''慣性ドリフト''': これはレーススピードで走行している際に用いられます。速度の高い状態でコーナーに進入し、少しスロットルを緩め、マイルドなオーバーステアを誘発させます。そして、ステアリングとスロットル操作によって車のバランスを保ちます (このドリフトスタイルは、ニュートラルステアな車で使われることに注意してください。このような車でないと、オーバーステアが現れない場合があります)。もしコーナーに対して車の速度が不足している場合、このテクニックは使えません。 '''Fドリ''': FFの車を使うドリフター向けです。コーナーでバランスを取るためには、サイドブレーキやステアリング、ブレーキのテクニックが要求されるスタイルです (このスタイルにおいてはサイドブレーキがもっとも重要なテクニックとなります)。 もしこれらのテクニックがあまりうまくいかなくても、気にしないで下さい。これらはほんの一例であり、必ずしも出来なくてはいけない訳ではありません。クラッチやアクセル、そしてブレーキなどをフル活用して練習し、自分自身のテクニックやスタイルを見つけ出してください。LFSはとてもリアルなシミュレーターなので、実車のドリフトチュートリアルなどを参考にするのも良いでしょう。 それでもまだ自分の思うようにドリフトできないようであれば、[http://www.lfs.net/forum LFS Forum]へアクセスし、ドリフトスレッドを探して使えそうな情報がないか調べてみましょう。 ただし、これ以上新しいスレッドは作らないで下さい。既に多くのドリフトスレッドが作られています! == ドリフトコースを作る == 自分のドリフトコースを作りたいようであれば、[[Blackwood#Car Park|Blackwood]] / [[Westhill#Car Park|Westhill]] の Car Park など、ベースとなるコースを選択し、Shift+Uを押してください。 そうすると、縁石やパイロン、コンクリートブロックやタイヤなどのオブジェクトを置いたり、削除したりできるメニューが現れるでしょう。 詳しい操作方法は [[オートクロスエディタ]] などをご参照ください。 また、ドリフトに対して独自のポイントを与えるシステムを導入したオンラインホストがいくつかあります。 一人でドリフトするよりも、これらに参加して、たくさんの人とドリフトしましょう! == 関連項目 == * [[基本セットアップガイド]] * [[応用セットアップガイド]] <!-- 他言語へのリンク --> [[en:Drifting]] f70f3c604610bef75156ddbc449da5237a025613 LFS World 0 1466 2437 2293 2017-03-25T19:48:58Z Skylinekakkoii 57 wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_transparent.png|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース、コース設定、車のワールドレコードを見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' このタブでは2人のプレイヤーのホットラップを比較できます。ここからはホットラップを直接選択することはできません。'Ranks'か'Racer details'タブからホットラップを選択してください。 == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] このアイコンは、[https://www.lfs.net/account/skins 公式HPのスキンページ]へのリンクです。このページではスキンをアップロードしたり、アップロードしたスキンを見たり、削除したりすることができます。 スキンをアップロードすることで、同じホストにいるプレイヤーはそのスキンを自動的にダウンロードします。手動でスキンを配る必要はありません。 == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] 月別(または今まで)のトップ50プレイヤーのリストを提供します。 リストは、距離やラップ数、勝利レース数と完了したレース数の4つが表示されます。 また、ここでは今までの全てのプレイヤーのコース/車の使用統計を見ることができます。 == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] ここでは、LFSプレイヤーや、登録されたLFSチームを検索することができます。 また、'Your Profile'タブより、あなたのパーソナル設定の一部(誕生日やアバターなど)を変更することができます。 '''Buddies''' もここから管理できます。Buddyリストにプレイヤーを追加するには、プレイヤー名を検索ボックスに入力し、"Add racer"ボタンをクリックします。Buddyからプレイヤーを削除するには、プレイヤー名をクリックし、表示されるメニューの中の'Remove from the buddy list'をクリックしてください。 == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] ここでは、タイムゾーンの指定や、単位の表示方法、プライバシーの設定などのLFS Worldにおけるパーソナルオプションを変更できます。 {{-}} == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFS Worldにはプレミアム統計サービスやSMSメッセージなどの有料サービスがあります。 このページではLFS Worldアカウントにクレジットをチャージしたり、チャージしたクレジット残高の確認をすることができます。 == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert'''はBuddyリストの誰かがLFSにオンラインになったかをチェックするバックグラウンドプロセスです。 他のプレイヤーをBuddyリストに追加するには、プレイヤーの名前をクリックし、表示されるメニューをクリックしてください。 もしくは、'LFS Racers database' の 'Your profile'よりユーザーネームを入力し、追加して下さい。 また、Live Alertは新しいメッセージがあるかどうかをチェックします。 == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] ここでは、他のLFSプレイヤーとメッセージの送受信ができます。 充分なクレジット残高がある場合、他のLFSプレイヤーにSMSメッセージを送ることができます。(そのプレイヤーがSMS Alertページで番号登録している場合のみ) 任意の電話番号にメッセージを送ることも可能です。 == その他の LFS World サービス == === オンラインステータスアイコン === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] あなたのWebページやフォーラムにオンラインステータス(64x16ピクセルのアイコン)を表示する場合には、以下のようなURLが使えます: http://www.lfsworld.net/isonline.username (usernameをあなたのユーザーネームに置き換えてください) ライセンス登録したLFSユーザーのみがこの機能を使用することができます。 === Pubstat === Pubstatシステムを使用すると、生のレース統計データを取得することができます。自分や他のプレイヤーのデータを解析したり、あなたのWebページに表示させることができます。 これは非常に手の込んだ複雑システムですので、詳細やマニュアルは[http://www.lfsforum.net/showthread.php?t=14480 フォーラム(英語)]で確認してください。 == Live for Speed SMS テキストメッセージシステム == === システム === * イベントが発生したときなどに、あなたのケータイへSMSメッセージ(アラート)を送ることができます。 * 電話番号を入力することなく、他のLFSプレイヤーにメッセージを送ることができます。(LFSのユーザーネームがあれば送信可能です。) === アラート === http://www.lfsworld.net の Live Alert -> SMS Alert にて、以下のようなアラートを設定することができます: # 特定のLFSプレイヤーがオンラインになったとき # 特定のホットラップワールドレコードが破られたとき # 新しいパッチがリリースされたとき === メッセージ === 他の人にメッセージを送ることができます。 ケータイで送るよりも速くて簡単で便利なシステムです。 http://www.lfsworld.net の Live Alert -> Send SMS にて送信できます。 * 電話番号を設定しているLFSプレイヤーに送信可能です。 * あなたの電話番号はオプションで返信番号として設定したときのみ送信されます。 * 電話番号を設定しているのであれば、Demoバージョンのプレイヤーにもメッセージを送ることができます。 * 電話番号を入力すれば、LFSプレイヤーでなくともメッセージを送信することができます。 * 全てのメッセージは国内外に関わらず、£0.05 の固定料金です。 === プライバシー === 法的権限のもとに要求されることのない限り、あなたの電話番号やその他個人情報を、他人に公開することはありません。 もちろん、メッセージ送信の際に、'send my phone number as reply number'を選択している際は例外です。 === 料金 === 全てのアラートやメッセージは £0.05 の料金が掛かります。 全てのプレイヤーは'''3回'''のフリーメッセージを使って、その機能を試すことができます。 4回以上のメッセージを送りたい場合には、http://www.lfsworld.net/ の My LFSW Credit より、アカウントへチャージしておく必要があります。最小 £3 からチャージしておくことができます。 他の使い方 - S1/S2/S3 ホストでオンラインのときにLFSから送信する方法: あなたがオンラインで、フレンドに同じホストへ参加するようリクエストする際に、LFSからSMSを送ることができます。<br /> このメッセージにはあなたのユーザーネームとあなたが参加しているホストの名前を含みます。 これを行うには、以下のような2つのコマンドを入力する必要があります。 /w msg USERNAME (他のLFSプレイヤーへのSMSの送信を開始する) /w txt メッセージ (メッセージテキストを追加する) === 試用と登録 === フリーSMSメッセージを使って、このシステムを試してみることをお勧めします。 あなたに使用目的がなくても、他のS1/S2/S3プレイヤーがあなたがオフラインの際にもメッセージを送ることが出来るよう、是非あなたの電話番号を入力しておいて下さい! '''メモ: 日本の番号を追加する際は国番号 +81 を使用します。''' === 改善案 === 私たちは、「こんなアラートを受信したい!」などの要望や、その他SMSシステムについて便利なアイデアを募集しています! http://www.lfsforum.net/showthread.php?t=8095 (英語) <!-- 他言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 5bddc97aaa7efd2805297060ae4734e803186b1d 2438 2437 2017-03-25T19:50:15Z Skylinekakkoii 57 /* オンラインステータスアイコン */ wikitext text/x-wiki [http://www.lfsworld.net/ LFS World] はLFSのWeb統計システムです。 ここでは、プレイヤーの記録などの様々な情報を見ることができます。 [[image:LFS_World_transparent.png|thumb|LFS World]] == Racers & Hosts online == [[image:LFSW_hosts.gif|right|Racers & Hosts online]] 現在オンラインのホストやプレイヤーの詳細なリストを表示します。 また、時間指定可能なLFSの使用状況のグラフを見たり、[http://en.lfsmanual.net/InSim_Tutorials#InSim_Relay_usage_information Insim Relay]への登録リクエストを行ったりすることができます。 == Online Racer Stats == [[image:LFSW_stats.gif|right|Online Racer Stats]] ここではライセンス登録しているLFSプレイヤーのたくさんの情報を見ることができます。 これらの情報が見ることができます:<br /> * 個人情報(名前, 国, 誕生日など。公開設定してあるもののみ表示されます。) * 最後のレースの情報(日付, ホスト, コース/車など) * 今日/いままでのステータス(走行距離, ラップ数, 勝利レース数など) * パーソナルベストと全てのコースの走行ラップグラフ == Online Race Results == [[image:LFSW_races.gif|right|Online Race Results]] ライセンス登録しているLFSプレイヤーの全てのレースの概要を見ることができます。 レース中のタイムのグラフや、使用した車、ラップカウント、ピットストップ回数、与えられたペナルティーや最終順位など、レースに参加した全てのプレイヤーの情報が保存されています。 == Hotlaps == [[image:LFSW_hotlaps.gif|right|Hotlaps]] このウィンドウでは、ホットラップやワールドレコードに関する全ての情報を検索することができます。 '''Overview:''' このタブは最近アップロードされたホットラップの時系列順のリストとワールドレコードホルダーの情報を表示します。前者は、All, WR's, Top 10, Top 50の4つによってフィルタリングできます。 '''Hotlap charts:''' ここでは、今までにアップロードされた全てのホットラップをコース/車によって検索し、見ることができます。また、ここはあなたのホットラップをアップロードする場所でもあります。アップロードするには、まず「参照...」をクリックし、 ホットラップのリプレイを選択します。そして、"Upload"をクリックするとLFSWorldにあなたのホットラップが保存されます。また、リスト上に表示された"C"をクリックすることで、2つのホットラップを素早く比較することができます。 '''WR's:''' 全てのコース、コース設定、車のワールドレコードを見ることができます。ラップタイムをクリックすることで、リプレイをダウンロードすることができます。また、ラップタイムの下に表示されている'>>'をクリックすることで、対応した'Hotlap charts'を見ることができます。 '''Racer details:''' プレイヤーごとの最速ホットラップを見ることができます。さらに、WRベンチマークと比較した結果が表示されます。WRベンチマークとは、現在のワールドレコードより3%遅い参考タイムです。(例: 2分ちょうどのワールドレコードであれば、WR Benchmarkは2:03.600となります。) '''Ranks:''' このタブは、いくつかのタイプのホットラップランキングを表示します。このランキングはアップロードされた'''ホットラップとWRベンチマークとの差(ハンディキャップ)'''を基に自動的に作られます。これには3つのメインカテゴリがあります: ''<u>The MHR rank</u>:'', これはメインホットラップランキングを意味します。あらかじめ指定された18個のホットラップによって構成されています。 ''<u>The Nutter rank</u>:'' 全ての組み合わせのホットラップによって構成されています。上位にランクインするには、1000個を超える組み合わせ全てのホットラップをアップロードする必要があります! ''<u>The Car ranks</u>:'' これは車ごとに指定されたコースのホットラップによって構成されています。それぞれ18個のホットラップをアップロードする必要があります。 '''メモ:''' ランキングに載るためにどのホットラップが必要なのかは、'Ranks'タブの真ん中付近にある'RANK INFO'をクリックして確認してください。 ''<u>Personal vs Nation</u>'' 上記のランキングは様々な条件によって定義されていますが、それぞれ'Personal'と'Nations'の2つのランキングを持っています。 名前が示す通り、'Personal'は個人のホットラップの結果によってランク付けされます。 'Nations'は国ごとのホットラップの記録をまとめ、ランク付けしたものです。こちらにはハンディキャップによるものとポイントによるものの2つのランキングがあります。 これらはいくつかの条件のもとに算出されています:<br /> - 'Hotlap charts'のトップ10個のみカウントされる<br /> - 国の大きさによって不公平にならないよう、一つの国につきベスト3つのホットラップがカウントされる<br /> - これらのカウントされたホットラップのハンディキャップが合計され、国ごとのハンディキャップとなります。<br /> - 全てのホットラップにはポイントが与えられます。- 1位は10ポイント、2位は9ポイントといった具合です。ポイントのランキングを見ることによって、別の視点から国を見ることができます。 '''Compare:''' このタブでは2人のプレイヤーのホットラップを比較できます。ここからはホットラップを直接選択することはできません。'Ranks'か'Racer details'タブからホットラップを選択してください。 == My online car-skins == [[image:LFSW_skins.gif|right|My online car-skins]] このアイコンは、[https://www.lfs.net/account/skins 公式HPのスキンページ]へのリンクです。このページではスキンをアップロードしたり、アップロードしたスキンを見たり、削除したりすることができます。 スキンをアップロードすることで、同じホストにいるプレイヤーはそのスキンを自動的にダウンロードします。手動でスキンを配る必要はありません。 == Some online charts == [[image:LFSW_statstats.gif|right|Some online charts]] 月別(または今まで)のトップ50プレイヤーのリストを提供します。 リストは、距離やラップ数、勝利レース数と完了したレース数の4つが表示されます。 また、ここでは今までの全てのプレイヤーのコース/車の使用統計を見ることができます。 == LFS Racers database == [[image:LFSW_racer_search.gif|right|LFS Racers database]] ここでは、LFSプレイヤーや、登録されたLFSチームを検索することができます。 また、'Your Profile'タブより、あなたのパーソナル設定の一部(誕生日やアバターなど)を変更することができます。 '''Buddies''' もここから管理できます。Buddyリストにプレイヤーを追加するには、プレイヤー名を検索ボックスに入力し、"Add racer"ボタンをクリックします。Buddyからプレイヤーを削除するには、プレイヤー名をクリックし、表示されるメニューの中の'Remove from the buddy list'をクリックしてください。 == My LFSW settings == [[image:LFSW_settings.gif|right|My LFSW settings]] ここでは、タイムゾーンの指定や、単位の表示方法、プライバシーの設定などのLFS Worldにおけるパーソナルオプションを変更できます。 {{-}} == My LFSW Credit == [[image:LFSW_lfsw_credit.gif|right|My LFSW Credit]] LFS Worldにはプレミアム統計サービスやSMSメッセージなどの有料サービスがあります。 このページではLFS Worldアカウントにクレジットをチャージしたり、チャージしたクレジット残高の確認をすることができます。 == Live Alert == [[image:LFSW_live_alert.gif|right|Live Alert]] '''Live Alert'''はBuddyリストの誰かがLFSにオンラインになったかをチェックするバックグラウンドプロセスです。 他のプレイヤーをBuddyリストに追加するには、プレイヤーの名前をクリックし、表示されるメニューをクリックしてください。 もしくは、'LFS Racers database' の 'Your profile'よりユーザーネームを入力し、追加して下さい。 また、Live Alertは新しいメッセージがあるかどうかをチェックします。 == LFS Messages == [[image:LFSW_mailbox.gif|right|LFS Messages]] ここでは、他のLFSプレイヤーとメッセージの送受信ができます。 充分なクレジット残高がある場合、他のLFSプレイヤーにSMSメッセージを送ることができます。(そのプレイヤーがSMS Alertページで番号登録している場合のみ) 任意の電話番号にメッセージを送ることも可能です。 == その他の LFS World サービス == === オンラインステータスアイコン === [[Image:LFSstate userisoffline.png|right|offline]] [[Image:LFSstate racingonline.png|right|online]] あなたのWebページやフォーラムにオンラインステータス(64x16ピクセルのアイコン)を表示する場合には、以下のようなURLが使えます: {{-}} http://www.lfsworld.net/isonline.username (usernameをあなたのユーザーネームに置き換えてください) ライセンス登録したLFSユーザーのみがこの機能を使用することができます。 === Pubstat === Pubstatシステムを使用すると、生のレース統計データを取得することができます。自分や他のプレイヤーのデータを解析したり、あなたのWebページに表示させることができます。 これは非常に手の込んだ複雑システムですので、詳細やマニュアルは[http://www.lfsforum.net/showthread.php?t=14480 フォーラム(英語)]で確認してください。 == Live for Speed SMS テキストメッセージシステム == === システム === * イベントが発生したときなどに、あなたのケータイへSMSメッセージ(アラート)を送ることができます。 * 電話番号を入力することなく、他のLFSプレイヤーにメッセージを送ることができます。(LFSのユーザーネームがあれば送信可能です。) === アラート === http://www.lfsworld.net の Live Alert -> SMS Alert にて、以下のようなアラートを設定することができます: # 特定のLFSプレイヤーがオンラインになったとき # 特定のホットラップワールドレコードが破られたとき # 新しいパッチがリリースされたとき === メッセージ === 他の人にメッセージを送ることができます。 ケータイで送るよりも速くて簡単で便利なシステムです。 http://www.lfsworld.net の Live Alert -> Send SMS にて送信できます。 * 電話番号を設定しているLFSプレイヤーに送信可能です。 * あなたの電話番号はオプションで返信番号として設定したときのみ送信されます。 * 電話番号を設定しているのであれば、Demoバージョンのプレイヤーにもメッセージを送ることができます。 * 電話番号を入力すれば、LFSプレイヤーでなくともメッセージを送信することができます。 * 全てのメッセージは国内外に関わらず、£0.05 の固定料金です。 === プライバシー === 法的権限のもとに要求されることのない限り、あなたの電話番号やその他個人情報を、他人に公開することはありません。 もちろん、メッセージ送信の際に、'send my phone number as reply number'を選択している際は例外です。 === 料金 === 全てのアラートやメッセージは £0.05 の料金が掛かります。 全てのプレイヤーは'''3回'''のフリーメッセージを使って、その機能を試すことができます。 4回以上のメッセージを送りたい場合には、http://www.lfsworld.net/ の My LFSW Credit より、アカウントへチャージしておく必要があります。最小 £3 からチャージしておくことができます。 他の使い方 - S1/S2/S3 ホストでオンラインのときにLFSから送信する方法: あなたがオンラインで、フレンドに同じホストへ参加するようリクエストする際に、LFSからSMSを送ることができます。<br /> このメッセージにはあなたのユーザーネームとあなたが参加しているホストの名前を含みます。 これを行うには、以下のような2つのコマンドを入力する必要があります。 /w msg USERNAME (他のLFSプレイヤーへのSMSの送信を開始する) /w txt メッセージ (メッセージテキストを追加する) === 試用と登録 === フリーSMSメッセージを使って、このシステムを試してみることをお勧めします。 あなたに使用目的がなくても、他のS1/S2/S3プレイヤーがあなたがオフラインの際にもメッセージを送ることが出来るよう、是非あなたの電話番号を入力しておいて下さい! '''メモ: 日本の番号を追加する際は国番号 +81 を使用します。''' === 改善案 === 私たちは、「こんなアラートを受信したい!」などの要望や、その他SMSシステムについて便利なアイデアを募集しています! http://www.lfsforum.net/showthread.php?t=8095 (英語) <!-- 他言語へのリンク --> [[cs:LFS World]] [[de:LFS World]] [[en:LFS World]] [[hu:LFS World]] 523f0ef5065fb4de9d056c7ac2be550fb1b8aa95 初期化 0 1453 2439 2248 2017-03-29T03:27:14Z Skylinekakkoii 57 wikitext text/x-wiki [[image:Moby6.jpg|500px|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ(Differential) ==== デフは、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== 速く走ることは、物理の限界を目指すことです。 限界に近づく程、徐々にコントロールを失います。 世界で一番速いプレイヤーとは、コントロールを失わなずに車の限界を引き出すプレイヤーであるということです。 たいていの場合、直線で速くすると、コーナーで遅くなります。 これまでのステップで、しっかりとしたバランスのセットアップが出来たら、今度はより速く車を走らせるために、コントロールを失わないギリギリのセットアップを作りましょう。 これは以下のステップを踏むことで可能です。 # '''ダウンフォースを減らす:''' フロントを2ノッチ下げるのに対し、リアは1ノッチ下げましょう。まだ余裕があるようであれば、さらに下げましょう。 # '''タイヤの空気圧を上げる:''' 上げ過ぎるとトラクションを失います。 # '''ギア比を最適化する''' # '''トーを減らす: ''' トー角が0に近ければ近いほど、直線での抵抗は少なくなります。コントロールできるのであれば、0に近い方がより良いです。 あなたが、コントロールを失わない限界まで、このサイクルを繰り返しましょう。 これでもまだワールドレコードに届かないようであれば、下に進んでください。 ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] LFSでは、タイヤにはサイクルがあります。 低い温度から始まり、摩擦によって徐々に温度が上昇していきます。そして、ピーク温度付近では、摩耗が激しくなります。 ピーク温度を過ぎると、タイヤは徐々に放熱されていきます。 LFSでは放熱効果は実際のタイヤよりも大きめに設定されています。いくつかのコースではタイヤの温度を適正に保つ必要があります。 温まり過ぎるとタイヤは最終的にパンクしてしまいます。 適度なキャンバーを設定し、スライド量を出来る限り小さくすると、タイヤを長持ちさせます。また、ピーク温度を下げます。 もう少し細かい話をすると、柔らかいスプリングはタイヤの寿命を長くしますが、これはLFSではあまり効果がありません。 トーをつけると、転がり抵抗となります。 空気圧を高く設定すると、ピーク温度が下がります。また、より正確なハンドリングをもたらします。 さらに、変形しづらくなり、タイヤウォールが曲がりづらくなることで、空気圧の低いタイヤよりも使用するエネルギーが少なくなります。 まとめると、タイヤの空気圧を上げると、転がりやすくなる代わりにトラクションやグリップが失われるということです。 速く走るためには、コントロールしやすい適度な空気圧を保つことが重要です。 ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- 他言語へのリンク --> [[cs:Základní nastavení vozu]] [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] 0ba3fe262e9458eb0c4c13984b2632ef3c29376d 初心者への注意 0 1442 2440 2398 2017-05-03T06:29:33Z Skylinekakkoii 57 言い回しの修正 wikitext text/x-wiki == ルールを把握する == どのような競技でも、ルールを把握することはとても大事なことです。まずは [[クリーンなレースをするために]] をよく読み、これを守りましょう。 == 挨拶 == どのホストに接続する場合でも、簡単なものでも構わないので、挨拶はきちんとしましょう。(例:hi/byeなど) 挨拶をすることで、コミュニュケーションを取る意思があることを表すことができます。また、挨拶を行わないプレイヤーに対してKICKやBANなどの処置をとるホストが一部存在するので注意しましょう。 == フラッグの意味 == レースにおいて、フラッグの意味を理解せず走行を続けることはとても危険であり、他のプレイヤーに迷惑を掛けることとなります。フラッグの意味をよく理解して、クラッシュなどのトラブルを避けるようドライブしましょう。 === イエローフラッグ === 前方に事故車、もしくは低速走行中の車がいるため、注意して走行しなければならないことを意味します。 場合によってはスローダウンする必要があります。 イエローフラッグが振られている間は、原則として追い越しを行ってはなりません。 === ブルーフラッグ === あなたが周回遅れのときに、後方からあなたよりも速く走行している車が来ていることを意味します。 ただちにラインを空け、その車に譲る必要があります。 === チェッカーフラッグ === セッション(レース) が終了したことを意味します。 チェッカーフラッグを受けたドライバーは安全な速度まで減速し、ピットなどに戻らなくてはなりません。 チェッカーフラッグを受けたのち、再度チェッカーフラッグを振られることをダブルチェッカーといい、ペナルティが課せられることがあります。 === その他のフラッグ === LFSで用意されているデフォルトのフラッグは以上の3つですが、ホストによってはより多くのフラッグが用意されていることがあります。 それぞれ何を意味しているか事前に確認し、レースを安全に行うことを心掛けましょう。 == 英語が得意でない方へ == LFSはイギリスで制作されているレーシングシミュレーターです。そのため、コミュニケーションは基本的に英語で行う場合が多いです。(ホストによっては、メインチャット上での会話は英語で行うことを義務付けている場合があります。) 他の日本人プレイヤーと日本語で会話をすることは、その他のプレイヤーにとって不快となることがあります。日本のサーバーでない限り、プライベートメッセージを使用するなどの配慮を行いましょう。 また、クラッシュされたときなど、無闇やたらとFワードを使ったりして、他のプレイヤーを罵るようなことをしてはいけません。正しい英語を用いて、フェアなレースを行うように心がけましょう。 85639e5bdcb31d8ce58bfb5da412e8480c3ff0f7 画面表示 0 1411 2441 2335 2017-05-03T17:20:15Z Skylinekakkoii 57 一部翻訳 見出しの一部変更 wikitext text/x-wiki Live for Speedにおいて、コクピットのメーターや画面上の情報をよく理解することは極めて重要です。 表示する項目は Options - Display で自由にカスタマイズできます。Shift+Fキーですべての画面表示をOFFにすることも出来ます。 [[Image:On-screendisplay_default.jpg|thumb|LFS 0.6R におけるデフォルトの表示画面]] == オンスクリーン == '''コース図:''' コース全体と各車の位置を確認する事ができます。 '''コース図上のアイコンの色の意味:''' {| class="wikitable" ! 緑色 | あなたの車の位置です。 |- ! 明るい黄色 | あなたより前を走行中の相手の位置です。 |- ! 淡い黄色 | あなたより1周以上前を走行中の相手の位置です。 |- ! オレンジ色 | あなたより後を走行中の相手の位置です。 |- ! 暗いオレンジ色 | あなたより1周以上後を走行中の相手の位置です。 |- ! 明るい青色 | あなたより前を走行中のAIの位置です。 |- ! 暗い青色 | あなたより後を走行中のAIの位置です。 |} '''注意''': これらの色は変更可能です。上記の色はデフォルトの色です。 '''フレームレート (FPS):''' 1秒間に画面が何コマ描画されているかを表示します。このレートは決して30未満に落ちないようにしましょう。30を下回ると動きがギクシャクし始め、操作に影響を及ぼします。グラフィックのディテールを落とす調整を行うことで、FPSを少し改善することができます。 '''順位:''' タイムの左側に表示されている、黄色の数字がレース中のあなたの順位です。あなたの前を走行中のプレイヤーがフィニッシュラインを通過したり、観戦モード(Shift+P)やピット(Shift+P)に入った際には、この値は正しく表示されないことがあります。最終ラップで突然順位がいくつか上がったとしても、だまされないようにしましょう。レース終了後はこのインジケーターはオレンジ色(デフォルト)へと変わります。 '''Laps:''' 例えば、2/5 は 5周のレース であなたが 2周目 であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行した周回数を意味します。セッション終了時、このインジケーターはオレンジ色(デフォルト)へと変わります。 :'''重要''': 耐久レースなどで、規定時間が経過すると、このカウンターの色が変わります。しかし、トップの車がフィニッシュラインを通過するまでレースは終了しないので、勘違いしないようにしましょう。'xxx has won the race'(xxxはあなたの名前) というようなメッセージが表示されている場合は、そのセッションは終了しています。予選などで、ホットラップ中にタイマーが規定時間を経過したとき、そのラップはフィニッシュラインを通過するまでカウントされています。 '''Total:''' レースのトータルタイムです。 '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの、あなたの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' {| class="wikitable" ! 緑色 | アクセル | アクセルバタフライの位置であり、アクセルペダルの位置ではありません。ただほとんどの場合これらは相関しています。 |- ! 赤色 | ブレーキ | ブレーキペダルの位置。ブレーキシステムの圧力と比例します。 |- ! 青色 | クラッチ | クラッチペダルの位置。自動クラッチを有効にしている場合、あなたが操作していなくても変速時にこのバーが動きます。 |- ! グレー | ハンドブレーキ | 色々な目的でかけることでしょう。レース開始時はグリッド上で動いてしまうのを防ぐため、自動的にかけられます。 |} '''ステアリング:''' 外部視点で見ることができます。赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == その他の表示 == === F9 F10 F11 F12 === F9-F12キーを使うと、タイヤ温度&消耗、ダメージ、ライブセッティングとピット戦略の4つの画面を切り替えることができます。 同じボタンを再度押すと非表示にできます。 === タイヤの温度と磨耗の表示 === [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度をカラーで確認できます。 :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 === [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブセッティング === [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 === [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラググラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 They display the amount of latency between you, other players and the server. Technical: The blue and yellow bars represent the round trip ping from the server to the guest and back again, in the TCP game packet system. So, it’s the total of the time taken for a TCP packet from the host to be sent to the guest, and the reply to be sent back to the host. The yellow bar represents your own ping. The green bar (which moves quickly) represents the number of "game packets" that have been already sent but have not been "used". カラーバーの読み方: # 全てのバーがほとんど見えない、またはとても低く、緑色のバーがとても速く動いている -> 全ての接続は正常です # どれか一つの青色のバーが大きくなり、赤色に変化している -> 接続しているプレイヤーのうち誰かがラグを起こしています # 黄色のバーが大きくなってきている -> あなたがラグを起こしています # (2)の場合、バーが極端に大きくなると、そのプレイヤーはタイムアウトするでしょう # (3)の場合、バーが極端に大きくなると、あなたはタイムアウトするでしょう [Shift + F8] でネットワークデバッグモードを切り替えることができます。 === コネクションリスト === この画面は Nキー を押すことで表示されます。Nキーを押すと、「車の上に名前を表示する」「車の上に名前を表示しない」の2つのモードとコネクションリストの合計3つを切り替えることができます。 このリストでは誰がそのサーバーに接続しているか、どんなコントロールシステムを使っているかを確認したり、セットアップの送受信やピットレーンでのドライバー交代要求を送ったりすることができます。 '''コントローラータイプ:''' W, M, Kn, Ks の文字が使われています。それぞれ以下のような意味を持ちます。 {| class="wikitable" |- ! W (Wheel) | ステアリングコントローラ |- ! M (Mouse) | マウス |- ! Kn (Keyboard Normal) | 通常のキーボード |- ! Ks (Keyboard Stabilized) | スタビライズモードのキーボード<br />(マイルドなステアリングアシストを提供します) |} This display corresponds to the setting in LFS on the other driver's computers. It is possible for a mouse user to use the wheel/joystick setting, so this display cannot be considered definite fact. Right-clicking on the controller type next to a driver's name will switch the view focus to that driver. <!-- 他言語へのリンク --> [[en:Display]] [[de:Anzeigen]] [[hu:Kijelzők (OSD)]] d1201e2f58d2ef80c0b880f04eb7b21df4896725 2451 2441 2017-05-06T04:18:29Z Skylinekakkoii 57 /* オンスクリーン */ コマンドの修正 wikitext text/x-wiki Live for Speedにおいて、コクピットのメーターや画面上の情報をよく理解することは極めて重要です。 表示する項目は Options - Display で自由にカスタマイズできます。Shift+Fキーですべての画面表示をOFFにすることも出来ます。 [[Image:On-screendisplay_default.jpg|thumb|LFS 0.6R におけるデフォルトの表示画面]] == オンスクリーン == '''コース図:''' コース全体と各車の位置を確認する事ができます。 '''コース図上のアイコンの色の意味:''' {| class="wikitable" ! 緑色 | あなたの車の位置です。 |- ! 明るい黄色 | あなたより前を走行中の相手の位置です。 |- ! 淡い黄色 | あなたより1周以上前を走行中の相手の位置です。 |- ! オレンジ色 | あなたより後を走行中の相手の位置です。 |- ! 暗いオレンジ色 | あなたより1周以上後を走行中の相手の位置です。 |- ! 明るい青色 | あなたより前を走行中のAIの位置です。 |- ! 暗い青色 | あなたより後を走行中のAIの位置です。 |} '''注意''': これらの色は変更可能です。上記の色はデフォルトの色です。 '''フレームレート (FPS):''' 1秒間に画面が何コマ描画されているかを表示します。このレートは決して30未満に落ちないようにしましょう。30を下回ると動きがギクシャクし始め、操作に影響を及ぼします。グラフィックのディテールを落とす調整を行うことで、FPSを少し改善することができます。 '''順位:''' タイムの左側に表示されている、黄色の数字がレース中のあなたの順位です。あなたの前を走行中のプレイヤーがフィニッシュラインを通過したり、観戦モード(Shift+S)やピット(Shift+P)に入った際には、この値は正しく表示されないことがあります。最終ラップで突然順位がいくつか上がったとしても、だまされないようにしましょう。レース終了後はこのインジケーターはオレンジ色(デフォルト)へと変わります。 '''Laps:''' 例えば、2/5 は 5周のレース であなたが 2周目 であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行した周回数を意味します。セッション終了時、このインジケーターはオレンジ色(デフォルト)へと変わります。 :'''重要''': 耐久レースなどで、規定時間が経過すると、このカウンターの色が変わります。しかし、トップの車がフィニッシュラインを通過するまでレースは終了しないので、勘違いしないようにしましょう。'xxx has won the race'(xxxはあなたの名前) というようなメッセージが表示されている場合は、そのセッションは終了しています。予選などで、ホットラップ中にタイマーが規定時間を経過したとき、そのラップはフィニッシュラインを通過するまでカウントされています。 '''Total:''' レースのトータルタイムです。 '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの、あなたの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' {| class="wikitable" ! 緑色 | アクセル | アクセルバタフライの位置であり、アクセルペダルの位置ではありません。ただほとんどの場合これらは相関しています。 |- ! 赤色 | ブレーキ | ブレーキペダルの位置。ブレーキシステムの圧力と比例します。 |- ! 青色 | クラッチ | クラッチペダルの位置。自動クラッチを有効にしている場合、あなたが操作していなくても変速時にこのバーが動きます。 |- ! グレー | ハンドブレーキ | 色々な目的でかけることでしょう。レース開始時はグリッド上で動いてしまうのを防ぐため、自動的にかけられます。 |} '''ステアリング:''' 外部視点で見ることができます。赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == その他の表示 == === F9 F10 F11 F12 === F9-F12キーを使うと、タイヤ温度&消耗、ダメージ、ライブセッティングとピット戦略の4つの画面を切り替えることができます。 同じボタンを再度押すと非表示にできます。 === タイヤの温度と磨耗の表示 === [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度をカラーで確認できます。 :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 === [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブセッティング === [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 === [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラググラフ === これは、あなたと他のプレーヤーとのサーバー間での待ち時間の量を表示します。 They display the amount of latency between you, other players and the server. Technical: The blue and yellow bars represent the round trip ping from the server to the guest and back again, in the TCP game packet system. So, it’s the total of the time taken for a TCP packet from the host to be sent to the guest, and the reply to be sent back to the host. The yellow bar represents your own ping. The green bar (which moves quickly) represents the number of "game packets" that have been already sent but have not been "used". カラーバーの読み方: # 全てのバーがほとんど見えない、またはとても低く、緑色のバーがとても速く動いている -> 全ての接続は正常です # どれか一つの青色のバーが大きくなり、赤色に変化している -> 接続しているプレイヤーのうち誰かがラグを起こしています # 黄色のバーが大きくなってきている -> あなたがラグを起こしています # (2)の場合、バーが極端に大きくなると、そのプレイヤーはタイムアウトするでしょう # (3)の場合、バーが極端に大きくなると、あなたはタイムアウトするでしょう [Shift + F8] でネットワークデバッグモードを切り替えることができます。 === コネクションリスト === この画面は Nキー を押すことで表示されます。Nキーを押すと、「車の上に名前を表示する」「車の上に名前を表示しない」の2つのモードとコネクションリストの合計3つを切り替えることができます。 このリストでは誰がそのサーバーに接続しているか、どんなコントロールシステムを使っているかを確認したり、セットアップの送受信やピットレーンでのドライバー交代要求を送ったりすることができます。 '''コントローラータイプ:''' W, M, Kn, Ks の文字が使われています。それぞれ以下のような意味を持ちます。 {| class="wikitable" |- ! W (Wheel) | ステアリングコントローラ |- ! M (Mouse) | マウス |- ! Kn (Keyboard Normal) | 通常のキーボード |- ! Ks (Keyboard Stabilized) | スタビライズモードのキーボード<br />(マイルドなステアリングアシストを提供します) |} This display corresponds to the setting in LFS on the other driver's computers. It is possible for a mouse user to use the wheel/joystick setting, so this display cannot be considered definite fact. Right-clicking on the controller type next to a driver's name will switch the view focus to that driver. <!-- 他言語へのリンク --> [[en:Display]] [[de:Anzeigen]] [[hu:Kijelzők (OSD)]] 62839947ff7819eeebde6c3864799f568db2b0e2 2452 2451 2017-05-07T08:37:46Z Skylinekakkoii 57 /* レイテンシー/ラググラフ */ wikitext text/x-wiki Live for Speedにおいて、コクピットのメーターや画面上の情報をよく理解することは極めて重要です。 表示する項目は Options - Display で自由にカスタマイズできます。Shift+Fキーですべての画面表示をOFFにすることも出来ます。 [[Image:On-screendisplay_default.jpg|thumb|LFS 0.6R におけるデフォルトの表示画面]] == オンスクリーン == '''コース図:''' コース全体と各車の位置を確認する事ができます。 '''コース図上のアイコンの色の意味:''' {| class="wikitable" ! 緑色 | あなたの車の位置です。 |- ! 明るい黄色 | あなたより前を走行中の相手の位置です。 |- ! 淡い黄色 | あなたより1周以上前を走行中の相手の位置です。 |- ! オレンジ色 | あなたより後を走行中の相手の位置です。 |- ! 暗いオレンジ色 | あなたより1周以上後を走行中の相手の位置です。 |- ! 明るい青色 | あなたより前を走行中のAIの位置です。 |- ! 暗い青色 | あなたより後を走行中のAIの位置です。 |} '''注意''': これらの色は変更可能です。上記の色はデフォルトの色です。 '''フレームレート (FPS):''' 1秒間に画面が何コマ描画されているかを表示します。このレートは決して30未満に落ちないようにしましょう。30を下回ると動きがギクシャクし始め、操作に影響を及ぼします。グラフィックのディテールを落とす調整を行うことで、FPSを少し改善することができます。 '''順位:''' タイムの左側に表示されている、黄色の数字がレース中のあなたの順位です。あなたの前を走行中のプレイヤーがフィニッシュラインを通過したり、観戦モード(Shift+S)やピット(Shift+P)に入った際には、この値は正しく表示されないことがあります。最終ラップで突然順位がいくつか上がったとしても、だまされないようにしましょう。レース終了後はこのインジケーターはオレンジ色(デフォルト)へと変わります。 '''Laps:''' 例えば、2/5 は 5周のレース であなたが 2周目 であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行した周回数を意味します。セッション終了時、このインジケーターはオレンジ色(デフォルト)へと変わります。 :'''重要''': 耐久レースなどで、規定時間が経過すると、このカウンターの色が変わります。しかし、トップの車がフィニッシュラインを通過するまでレースは終了しないので、勘違いしないようにしましょう。'xxx has won the race'(xxxはあなたの名前) というようなメッセージが表示されている場合は、そのセッションは終了しています。予選などで、ホットラップ中にタイマーが規定時間を経過したとき、そのラップはフィニッシュラインを通過するまでカウントされています。 '''Total:''' レースのトータルタイムです。 '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの、あなたの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' {| class="wikitable" ! 緑色 | アクセル | アクセルバタフライの位置であり、アクセルペダルの位置ではありません。ただほとんどの場合これらは相関しています。 |- ! 赤色 | ブレーキ | ブレーキペダルの位置。ブレーキシステムの圧力と比例します。 |- ! 青色 | クラッチ | クラッチペダルの位置。自動クラッチを有効にしている場合、あなたが操作していなくても変速時にこのバーが動きます。 |- ! グレー | ハンドブレーキ | 色々な目的でかけることでしょう。レース開始時はグリッド上で動いてしまうのを防ぐため、自動的にかけられます。 |} '''ステアリング:''' 外部視点で見ることができます。赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == その他の表示 == === F9 F10 F11 F12 === F9-F12キーを使うと、タイヤ温度&消耗、ダメージ、ライブセッティングとピット戦略の4つの画面を切り替えることができます。 同じボタンを再度押すと非表示にできます。 === タイヤの温度と磨耗の表示 === [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すとタイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度をカラーで確認できます。 :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 === ダメージ表示 === [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ === ライブセッティング === [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 === ピットへの指示 === [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 [Shift + L]=== [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラググラフ === これは、あなたと他のプレーヤーとのサーバー間でのレイテンシ (遅延) の量を表示します。 '''専門的情報:''' 青色と黄色のバーは、TCPゲームパケットシステムでの、サーバーとプレイヤーとの往復のPING値を表します。従ってこれは、ホストからゲストへ送信し、そしてゲストからホストへ返信するのにかかる、合計の時間を表しています。黄色のバーはあなたのPING値を表します。 緑色のバー (とても素早く動くもの) は、既に送信されているものの、使われていない「ゲームパケット」の数を表します。 カラーバーの読み方: # 全てのバーがほとんど見えないか、とても低い。または、緑色のバーがとても素早く動いている -> 全ての接続は正常です # どれか一つの青色のバーが大きくなり、赤色に変化している -> 接続しているプレイヤーのうち誰かがラグを起こしています # 黄色のバーが大きくなってきている -> あなたがラグを起こしています # (2)の場合、バーが極端に大きくなると、そのプレイヤーはタイムアウトするでしょう # (3)の場合、バーが極端に大きくなると、あなたはタイムアウトするでしょう [Shift + F8] でネットワークデバッグモードを切り替えることができます。 === コネクションリスト === この画面は Nキー を押すことで表示されます。Nキーを押すと、「車の上に名前を表示する」「車の上に名前を表示しない」の2つのモードとコネクションリストの合計3つを切り替えることができます。 このリストでは誰がそのサーバーに接続しているか、どんなコントロールシステムを使っているかを確認したり、セットアップの送受信やピットレーンでのドライバー交代要求を送ったりすることができます。 '''コントローラータイプ:''' W, M, Kn, Ks の文字が使われています。それぞれ以下のような意味を持ちます。 {| class="wikitable" |- ! W (Wheel) | ステアリングコントローラ |- ! M (Mouse) | マウス |- ! Kn (Keyboard Normal) | 通常のキーボード |- ! Ks (Keyboard Stabilized) | スタビライズモードのキーボード<br />(マイルドなステアリングアシストを提供します) |} This display corresponds to the setting in LFS on the other driver's computers. It is possible for a mouse user to use the wheel/joystick setting, so this display cannot be considered definite fact. Right-clicking on the controller type next to a driver's name will switch the view focus to that driver. <!-- 他言語へのリンク --> [[en:Display]] [[de:Anzeigen]] [[hu:Kijelzők (OSD)]] c15676e3b9e3385f5f3b779d12615a11473cfc51 Host チュートリアル 0 1432 2442 2316 2017-05-04T02:24:06Z Skylinekakkoii 57 一部見出し翻訳 wikitext text/x-wiki == 帯域計算 == Bandwidth usage increases approximately with the square of the number of players. You must be careful not to set your limits too high or it will be a lag festival. It takes a very high upload bandwidth to run max guests. Maximum in S2 is much more than double the S1 maximum. I'll give the values in KB/s - multiply by 8 to get the required upload in kbits. These values are for a smoothness setting of 4 packets per second. 4 プレイヤー, 4 台の車 : 4.9 KB/s 8 プレイヤー, 8 台の車 : 21.4 KB/s 11 プレイヤー, 11 台の車 : 41.6 KB/s (demo の最大値) 12 プレイヤー, 12 台の車 : 49.9 KB/s 15 プレイヤー, 15 台の車 : 79.1 KB/s (S1 の最大値) 16 プレイヤー, 16 台の車 : 90.4 KB/s 20 プレイヤー, 20 台の車 : 142.9 KB/s 32 プレイヤー, 32 台の車 : 372.4 KB/s 47 プレイヤー, 32 台の車 : 552.4 KB/s (S2 の最大値) == LFS サーバーを起動する == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Host チュートリアル#Firewalls|Firewalls]] * [[Host チュートリアル#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated と "フルクライアント"サーバー === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === 簡単なガイド === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === 詳細なガイド === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. It's also worth taking a look at [http://www.lfsforum.net/showthread.php?p=416561 this thread], which discusses the issues with various versions of WINE, and workarounds. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === 設定ファイル === ==== 共通 ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :use list of cars including a + between them (ex. UF1+XFG+XRG+FBM) /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spec (Wrong way drivers) /midrace=yes :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === ファイアウォール === There are a lot of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPテーブル ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === サーキット === If you're not familiar with the track's shorthand names, here's something you might find helpful: {{サーキットリスト}} === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> == ホストコマンド == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === パラメータを持たない簡単なコマンド === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === パラメータを持つコマンド (エントリー画面限定) === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high === パラメータを持つコマンド === /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === KICKとBANコマンド === /spec X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === ペナルティコマンド (レース中限定) === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X /p_clear X :clears penalty === ホスト設定コマンド === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :use list of cars including a + between them (ex. UF1+XFG+XRG+FBM) === Track Layout related commands === /axlist X :get list of layouts for track X - e.g. AU1 /axload X :load autocross layout named X for this track without track prefix (ex: /axload Slalom) /axsave X :save layout X on host /axlaps X :set autocross number of laps /axclear :clear autocross layout === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. == How to play LFS on a LAN == ''by danowat'' Firstly you need to decide which PC will HOST the game, go to this PC and find out its IP address, you can do this by going to START, RUN, CMD, IPCONFIG /ALL. [[image:Lan1.jpg]] Note down your IP address, it should be in the range 192.168.0.0, if it isnt then you either need to set it to a proper LAN IP range (192.168.0.0), or if you have XP (certainly PRO, not sure if it works in HOME) you can assign more than one IP address. [[image:Lan2.jpg]] Once you have the IP address changed and/or noted, you can now proceed in starting LFS on the HOST machine, click the Multiplayer button, then click Start new game, you will be presented with this screen. [[image:Lan3.jpg|800px]] Notice at the top you have 3 options, LOCAL, INTERNET and HIDDEN, as you are making a LAN only game click LOCAL, game name can be anything of your choosing, but CAN'T be blank, password can be left blank, IP address MUST be the same is the IP address on the host machine, and port needs to be a port that is open on your firewall, here I have 63392, yours may be different but you MUST note down which port you use. Select the other settings to your preference and click GO, once the game has loaded go to each CLIENT machine and proceed to join the game on each CLIENT machine. Again, the CLIENT machines MUST have a valid IP range, if not change or add as described earlier. Click Join Specific game, next click LOCAL NETWORK, enter the HOST IP address,the HOST port and the HOST password, now click go and you should connect to the host machine, if you don't and get client connect either your firewall is blocking the traffic on either HOST or CLIENT machine, or your IP address/port selections are wrong. [[image:Lan4.jpg|800px]] It certainly works on a LAN, but it just takes a little time to get it running. == Hosting for Dummies == A beginners guide to hosting. This little guide is written to help people understand the basics of hosting. I have tried to keep away from the technical babble, but some basic knowledge is needed, so lets go on to chapter one: Internet basics. === Internet Basics === All Internet communications is using 3 main parts: IP addresses: This is the address you have, or the address of the host you are connecting to. Ports are used to keep traffic separated, and give the ability to have several services (like http @ port 80, https @ port 443) or programs running at one IP-address. Protocols are the “language” used. For LFS we need TCP and UDP. TCP is using “Handshake” for each packet, so that every packed delivery is confirmed. This creates more traffic, but is reliable and sender knows that data was delivered. TCP also resends packets that were lost automatically. LFS uses TCP for control data, like race restarts. UDP is just sending packets, and hope they arrive at the recipient. It’s much quicker method, but unreliable. LFS uses UDP for sending car position data. To be able to communicate we need some hardware: NIC: Network Interface Card, or for short: Network card. Routers keep track of where to send the traffic. Some services: DNS Dynamic Name Server, this helps you to use names for hosts, so you just need to remember www.google.com, instead of 66.102.11.99 (Google’s IP-address) DNS is not necessary for LFS, but used for almost everything else … Security: Firewall is a system or program used to only let approved traffic thru. And finally, some other terms used: DHCP, Dynamic Host Configuration Protocol. This is assigning a unused IP-address automatically, helping to reduce the number of unused IP-addresses. Some ISPs force a new IP-address every now and then. Public IP is the IP-address you use to connect to the Internet, or the IP you connects to. This must be a unique address (You will be assigned this from your ISP using your ISP’s DHCP-server) Also called “outside” Private IP Your home router assigns you a Private IP, this address is within some specific ranges, a common used range is: 10.x.x.x , the second range, the most common default for your typical home router is 192.168.x.x, The third range is 172.16-31.x.x. Also called “inside” NAT Network address Translation. This is a very clever system; it protects you very well from the Internet, and gives you the possibility to have several PC’s on the “Inside” [PC1] --> [PC2] --> [Router with NAT] --> Internet [PC3] --> When using NAT your Private IP address is translated to your Public IP, making it possible for you to get on the net Lots of stuff, and new words, but its needed to understand why you need port-mapping. Lets move on to “How it works” === How the Internet works === A simple sample, direct connection to the Internet: [PC1] --> [Internet] --> [www.google.com] Your PC has a valid Public IP, and you want to browse google’s web pages Your PC first makes a DNS lookup to find Google’s Public IP. Http is using Port 80, so your PC connects to Google’s public IP at port 80 and you can read the page. What you don’t see is that your PC is using an unused port above 1024 to connect to google, lets say, port 1050, so what really happens is: Your PC opens port 1050 for outgoing traffic, and sends a “Get” request to google’s web server at port 80. The server opens the file and sends it back to your client at port 1050. A sample with NAT, Connection with a router: [PC1] --> [PC2] -- [Router with NAT] --> [Internet] --> [www.google.com] [PC3] – Your PC has a valid private IP, and your Router has a valid Public IP Your PC request a page at Google, it uses a port over 1024, lets reuse 1050. The request goes thru your Router, and is translated to your routers public IP, with a new port, lets say the request that reaches google.com is from your routers public IP at port 23050. Google answers back to your routers public IP at port 23050, and it remember that it was your PC, at its Private IP and at port 1050 the request came from and sends the data back to your PC’s Private IP at port 1050. LFS's default server port is 63392, which means your PC uses a port higher than 1024 and connects to the LFS hosts IP at port 63392. LFS can be set to use any port. Still hanging on? Lets move on to Security === Security === Security is a BIG issue when connected to the Internet. “Out there” you have hackers and Internet spreading viruses that wants to spoil your fun, it’s just like the demo servers ;) To protect yourself you must use a firewall. The most common thing is the built in firewall in Windows XP. This is turned on when enabling the Internet connection sharing function. Windows XP SP2 also turns the firewall on by default. Another common solution is a “Personal Firewall” This is an application you run on your computer. Making sure that only approved programs can access the Internet. The usual way is: when a “new program” request a internet connection, a dialog pops up asking you to grant or deny access, or grant a permanent access. Another solution is to have an extra “box”, a PC or a “Black box” (black box is a term for a system running a “unknown” OS with a “unknown” firewall). At home this is most commonly your home gateway. It’s a small box with lots of lights on it. ;) It can also run on a separate PC, using Linux (or other Unix-like OS, FreeBSD is very secure and quite popular), but if you have that solution you probably are no dummy and don’t need to read this guide. Most external router/firewall solutions come with NAT. The default behaviour of NAT makes sure that NO connections from the outside makes it thru the router, but ANY connection from the inside will be let out. Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Still hanging around? Wanna be crazy? Go on to “Security, the tuff stuff” Or just a little bit crazy? Check out, “LFS hosting with a firewall” Or move on to “why we need port mapping” === Security the tuff stuff ...=== WARNING This chapter may make you feel dizzy or fall asleep The problem with an external firewall is that it doesn’t see which application that is requesting Internet access. It needs rules for the traffic. The first rule is usually “DENY ALL” everything is closed if not a specific rule allows it. New sample: [PC1] --> [PC2] --> [Router with NAT and Firewall] --> [Internet] --> [LFS Host@port 63392] [PC3] --> PC1 wants to connect to a LFS host at the Host IP and port 63392. To get this traffic thru the router, the router must have a rule that: Allow PC1 to connect to the LFS host, at its IP address and port 63392. But, there is not only one LFS host out there so the rule needs an update: Allow PC1 to connect to ANY host at port 63392 And then someone else in your company wants to try LFS, new update: Allow ANY pc to connect to ANY host at port 63392 OK, not too bad. Outbound traffic to a specific port is usually granted already (e.g. to be able to browse the Internet you must be able to use port 80 (http)). But LFS can use any port and now you will dig a real hole in the firewall: Allow ANY pc to connect to ANY host at ANY port. Most company firewall operators do not want to use “Any”, as this gives no control. 3x ANY in one line is something you really don’t want. Therefore, playing LFS behind a company firewall can be very hard. Hosting LFS behind a company firewall will usually be impossible... Allow all out deny all in setup is actually a very good firewall for home use, but if you download a program, lets call it Crack.exe, that really is a small program recording your bank account information, and sending it to a host outside, you will never see it, without a Personal Firewall. But … who runs software downloaded from the net without running a virus-scan? ;) Lets move on to “Hosting LFS with a firewall”. === LFS Hosting with a firewall === WARNING This chapter is also tuff one... Because of DENY ALL IN rule, you must set up a rule for your LFS host. Your firewall must let incoming traffic to port 63392 (default LFS, or any other port you decided to use in server configuration) pass thru. Remember that LFS is using both TCP and UDP protocols. The rule will look something like: Allow ANY Source IP to connect to your LFS host IP at port 63392 (using both TCP and UDP). Some firewalls have problems with UDP. If this is the issue, your host will be visible on the master list, but no one will be able to connect. I would recommend to disable the personal firewall when testing, especially if you are behind a router with NAT. Just remember to enable it when done testing. (For home users with residential gateways this would mean pulling cables and changing setups. I wouldn’t recommend that. If you are setting up the server behind a home gateway, I guess the best way to test would be to have a friend that you can call and ask to try and connect to your server.) Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Now we should be able to understand “why we need port mapping” === Why we need port mapping === When hosting, you want other people to be able to connect to your LFS host. Going back to the Router with NAT example: [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] – The router just blocks all traffic from the outside. So we need to create a port mapping to tell the router that this is traffic we want to deal with. A port mapping tells the router that all traffic from the outside to port 63392 (default for LFS) will be sent to an IP on the inside at port 63392. [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] <-- Remember: The port mapping must include both TCP and UDP How this is set up depends on your router. Most home routers provide a web interface to configure the router; some have a separate program running on your PC for configuration. Some routers also have the possibility to use “telnet” to change the configuration (start – run – cmd – telnet 10.0.0.1 (or 192.168.0.1 or 192.168.1.1 or any other IP address of your router)) Read the manual, check your ISP's faq, ask your ISP. Most home gateways will let you set them up via web interface. Open your web browser and enter http://192.168.0.1 (or other possible addresses). You will almost certainly be asked for username and password by the router. If you don’t know the password for your router configuration you have three options: 1) Your password is the default factory one: Check you router manual to find out the default password and change it. 2) Your password is not default one and you never changed it yourself: This is most common with routers that were provided by your ISP as part of the service. ISP sometimes sets their own passwords, so that you cannot change the configuration and complain to customer support about it. You will have to talk to your ISP customer support in that case. 3) You changed your password, but forgot it: This is the worst case. You can reset the password by doing the “hard reset” procedure on router to reset to defaults. DON’T DO THIS UNLESS YOU KNOW ALL ABOUT YOUR ROUTER! Resetting the router means all configuration needs to be entered again. See the “routers guide” and check if your router is in there. Problems? LFS is using a very high port. Some routers use a high range for “outgoing NAT”. Some ISPs also reserve these high ports for their internal use. If your router/ISP does this you must: Exclude the “LFS range” from the “outgoing NAT” range or Use a lower port for LFS Some ISPs force your router to change IP every now and then. This is not good for the clients connected when this happens, but (AFAIK) the LFS host reconnects to the master server and updates its new IP. === Routers guide === Here I have a plan to add guides to set up port mapping on specific routers... See here how to forward ports on your hardware firewall/router<br> http://portforward.com/routers.htm Netopia 4542 router D-link 804HV Setting up a LFS Host Technical background Here I have tried to collect some words about hosting, and LFS.. TCP and UDP in LFS (By Scawen) The TCP connection of course has to work because the in-sync game code relies on TCP, as everything needs to match, and stay in sync. But the position updates (PosPackets) don't match perfectly, because they are run without delay (there is always "error" in remote car positions - seen as warping - because of inevitable time delay) and that system uses UDP packets because they are quicker but do suffer from packet loss and it's better to forget about ones that didn't arrive and just use the next packet that does arrive). However, guests which are failing to receive UDP packets can request the host to send TCP PosPackets to the guest, and it will do so. But guests *never* send TCP PosPackets to the host. That's because sometimes guests are behind firewalls and for some reason can't receive UDP packets sent back to them - and another problem that a UDP connection that worked at first can later be "forgotten" by the router for some reason. However, they can always *send* UDP packets to the host, because the host must be properly set up on the internet, so the problem of losing the UDP connection in that direction shouldn't arise. So... in summary, it can work if the guest can't *receive* UDP packets, in which case it will request the PosPackets to be sent to it in TCP packets, but it must be able to *send* UDP packets because there is no fallback system in that direction. Ranges used for LAN games (aka. IETF private IP ranges): (By Scawen) These are the ranges : 10.x.x.x 192.168.x.x 172.16-31.x.x More info: http://www.suse.de/~mha/linux-ip-nat/diplom/ Why other ranges do not work: (by scawen) That's because direct connection is restricted to local networks. It's a security measure so that people who want to play on the Internet must go through the master server (not connect direct by IP, but they can simply connect by “name” to a "hidden" game for the same effect - this stops people with a hacked version being able to happily race over the internet). So I’ve researched the special IP addresses, which are reserved for local networks and allowed direct connection for those addresses. I don't really know why your network is using addresses outside the reserved IP address ranges. I guess there may be a good reason or else someone just chose the 200.x.x.x range because it sounded good? Don't know much about that really but you might not be able to connect to some "real" IP addresses in that range, and I guess that's why there are some special reserved ranges. {{Guides}} <!-- 他言語へのリンク --> [[de:Dedizierter Server]] [[en:Hosting]] [[hu:Hosztolás]] a53ed01e007b5f39c64e68cfc1a486ef1247e1ed ゲームパッド 0 1447 2443 2245 2017-05-04T12:34:17Z Skylinekakkoii 57 /* Windows XPでXbox 360ゲームパッドを使っている場合 */ 削除 wikitext text/x-wiki [[Image:Ps2_style.jpg|thumb|PlayStation 2 互換コントローラ]] ''By duke_toaster, using information from CSU1, Bob Smith, Dustin Dawes, liveforspeedT3K, Samor and other contributers'' '''注意:''' このガイドはPlayStationコントローラやそのデザイン(2つのアナログスティック、方向キーと対になる4つのボタン、4つのショルダーボタン)を基にしているコントローラのユーザーに向けて書かれています。ボタンの名前はPlaystationのものが使われたいます。コントローラによってボタンの番号や名前が違うことがありますのでご注意下さい。 == 何故アナログ軸が重要なのか == 何よりもまず初めに注意して頂きたいのが、Live for Speedはゲームパッドに向けて設計されているわけではないということです。 ほとんどのリアルなレーシングシミュレーターにも共通して言えることですが、LFSは特に、ステアリングユニットとペダルユニットを持ったコントローラに最適なように設計されています。 ペダルユニットは基本的にはボタンではなく、リニアなアナログ軸ですので、ハーフスロットルなどの微調整ができます。 ボタンでは、ONとOFFしかできないので、微調整をするには連打するなどのテクニックが必要となります。これは特に、Formula V8のようなハイパワーな車で、ラインを外さないようにコントロールしたりすることを難しくします。ブレーキング時には、ペダルユニットを使った場合と比べて、より多くフラットスポットをタイヤに作ってしまうことでしょう。 LFSにはスロットル/ブレーキのスムース機能はありません。また、スロットル/ブレーキ ヘルプ機能はほとんど役に立ちません。 とっても古いPlayStation 1のコントローラを改造して使っている場合を除けば、幸運なことに、あなたはアナログスティックを使うことができるでしょう。 == ゲームパッドの設定方法 == === キャリブレーション === 始めに、右スティックの軸をキャリブレートしましょう。 If it isn't off, turn '''calibration lock''' off. Then click on the C next to that axis. Whilst holding it down, move it to its full extents, put it in its central position (let go) and stop holding down that C. Do this for all of the axes. Importantly, '''turn calibration lock back on'''! The last thing that you want is to have steering stuck to one side and a stuck throttle at T1 in a public server ... === 軸の割り当て === After calibrating your axes, assign them. Move the axis on the pad up and down to ensure that that is the right axis. Set the left analog stick left and right (usually X, this may vary) to steering. Then select "combined" for Throttle/brake axes. This way, the throttle and brake will be on one axis. In the middle of the axis, no pedals will be depressed. At one end is full throttle, the other end is full braking. You might want to invert this axis, so that pulling back on the stick will accelerate and pushing forward will deploy the brakes. This can feel easier when coming out of corners. === ボタンの割り当て === This bit isn't rocket science. Click on a command, and click on the button to assign to it. For my money, the things you must have assigned are * Gear up * * Gear down * * Clutch * * Look left * Look right * Handbrake * Pit lane speed limiter <nowiki>* シフトアップとシフトダウンの割り当てはオートマチックの場合でも必須となっています。オートマチックは基本的にはレースには向きません。The clutch is needed needed to be able to clutch-dump start. Also, should one want to clutch-kick (a drifting technique), that is possible. However, auto-clutch is perfectly sensible, as most people use sequential gears anyhow - real sequential gearboxes do not need a manually operated clutch for gear changes.</nowiki> ===Wheel turn compensation, sequential gears and others=== Wheel turn should be set to between 90 and 180 degrees, you experiment and use what you feel comfortable with. Wheel turn compensation should be set as high as possible. Set force strength very low or even off, should you like that. Throttle/brake centre reduction should be set moderately high, in the region of around 0.45. == Windows VistaでXbox 360ゲームパッドを使っている場合 == *Using a Xbox 360 Gamepad in Windows Vista becomes more of a nuisance because Microsoft has a more difficult way of installing the drivers. If you use a 64 bit version of Vista, it's nearly impossible unless when you restart you're willing to select on the boot menu (F8 during boot cycle) the disabling of driver checking, but that's very annoying, and there's no way to disable said feature. *If you use a 32 bit Vista, installing the XBCD 360 Drivers will be a bit different due to Vista using the pre-Installed 360 Drivers, but not much. The first thing you should do is download the drivers first from [http://xbcd360guide.50webs.com/download.html here]. The major change is during installation, Check Installing the debug driver and complete installation, and then go into Device Manager and select the 360 controller under "Microsoft Common Controller for Windows Class", Go to update driver, and find the folder (should be C:\Program Files\XBCD 360\Source Code\Driver) and select the appropriate XBCD Driver and when Vista prompts that this driver is unsigned, have it install anyways. == その他 == *Some drivers like to use a little less steering lock on the cars, this is adjustible in the car setup. *If you have an Xbox-style controller, and you have each trigger as a separate axis, you may want to have these as separate axes for throttle and brake so you can trail brake better. *If you use a Logitech Wingman Rumblepad or similar Logitech device, on Logitech profiler you may wish to set your dead zone in the 3%-4% region. [[en:Game pads]] b2742b09ff811abc43b71e159da9ca1a8a819a46 基本ドライビングガイド 0 1472 2444 2166 2017-05-04T14:18:31Z Skylinekakkoii 57 最新英版のコピー & 見出しの一部翻訳 wikitext text/x-wiki == シンプルドライビング Tips == * コーナーの進入では、タイミングよくブレーキを使いましょう。It is in fact faster to take a corner at a safe speed, rather than braking late and hard (which could cause you to run off the track or run wide, off the racing line). * Hard braking also causes flat spots to occur on your tyres, significantly reducing grip and possibly leading to blowouts. Also avoid driving on grass and dirt, as this also reduces grip. * Be gentle with your throttle when you are driving a rear wheel drive car. Applying too much throttle too quickly will cause you to spin out when you exit corners. * Be very careful in the first corner of the race, especially when starting from the back. You will probably have to brake much earlier than you are used to, because of cars piling up in front of you. The first turn is the most dangerous one in a race, be careful, don't ruin your or (even worse) the race of others. Of course this also applies for all other corners where heavy braking is needed - just take a mental note, that for every car in front of you, you have to start braking a bit earlier than usual. * Practice makes perfect. Drivers who win races do so because they put in the time and effort into learning the track and their cars. == オンラインレースのエチケット == * スパムメッセージを送らない: メッセージを何回も何回も繰り返す必要はありません。でないと他のプレイヤーはあなたにうんざりするでしょう。It's rude and there is simply no use in doing that. Even if you are angry or you have the right to be angry, never spam! * If you get BLUE FLAG displayed on the screen, it means a player who is one or more laps ahead of you is attempting to pass. You must let this player past you without competing with him or unduly hindering his progress. It is debatable whether or not to leave the racing line, that is your choice. The most important thing is to <b>be predictable</b>. Don't make any sudden maneuvers, don't suddenly dive out of the racing line when the faster car is right behind you and already committed to pass, don't suddenly dive out of your line on the straight and jam on the brakes. If you're going to leave the racing line, do so smoothly, and so that the car behind can see what you're doing. Otherwise, if you're going to stick to the racing line, make sure the racer behind can see that you're keeping your line. Bottom line is, the driver behind is still passing, so it's his prerogative to pass cleanly, but it is the other driver's responsibility not to compete with the lapping driver, and not to intentionally prevent a pass. === あなたがクラッシュしたことを理由にリスタートに投票しない === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === Use the pit lane entrances/exits === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 正しくピットを出なかったプレイヤーに対して文句を言わない === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ファイナルラップを走行中のドライバーがいるときにリスタートに投票しない === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === Use clean overtaking tactics === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインを保つ === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくりクルージングする === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットインする === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === Stay still === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に確認する === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === Be nice === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レース車両のコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルはやさしく === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキング時に車輪をロックさせない === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === No off road expeditions when racing === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整する === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === Choose your tires wisely === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚える === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンには気を付ける === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === The first bend === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === スリップストリームはストレートで === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤをオーバーヒートさせないように === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップ後にタイヤを空転させる === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === Use tyre pressures wisely === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === Fast launching the XRR and FXR === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == Obeying Flags == ''by Gunn'' === Live For Speed でのフラッグ === While racing you may see warning flags displayed on screen and it is important to know what they mean. The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === When you see the yellow flag displayed on your screen it tells you that a car up ahead has spun or crashed. You should prepare to slow down and avoid becoming a casualty of the incident. Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * When you see a yellow, get ready for trouble and get ready to back off. You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === A blue flag tells you that a car behind is in a higher position than you are. The action you will take depends on your situation. Let's examine the two likely situations where a blue flag will appear in Live For Speed. * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic driving guides]] [[hu:Alap vezetési útmutató]] 195abe23eba5872949b6110773e2bbdfb0fc3a77 2447 2444 2017-05-05T13:09:36Z Skylinekakkoii 57 /* Obeying Flags */ 一部翻訳 wikitext text/x-wiki == シンプルドライビング Tips == * コーナーの進入では、タイミングよくブレーキを使いましょう。It is in fact faster to take a corner at a safe speed, rather than braking late and hard (which could cause you to run off the track or run wide, off the racing line). * Hard braking also causes flat spots to occur on your tyres, significantly reducing grip and possibly leading to blowouts. Also avoid driving on grass and dirt, as this also reduces grip. * Be gentle with your throttle when you are driving a rear wheel drive car. Applying too much throttle too quickly will cause you to spin out when you exit corners. * Be very careful in the first corner of the race, especially when starting from the back. You will probably have to brake much earlier than you are used to, because of cars piling up in front of you. The first turn is the most dangerous one in a race, be careful, don't ruin your or (even worse) the race of others. Of course this also applies for all other corners where heavy braking is needed - just take a mental note, that for every car in front of you, you have to start braking a bit earlier than usual. * Practice makes perfect. Drivers who win races do so because they put in the time and effort into learning the track and their cars. == オンラインレースのエチケット == * スパムメッセージを送らない: メッセージを何回も何回も繰り返す必要はありません。でないと他のプレイヤーはあなたにうんざりするでしょう。It's rude and there is simply no use in doing that. Even if you are angry or you have the right to be angry, never spam! * If you get BLUE FLAG displayed on the screen, it means a player who is one or more laps ahead of you is attempting to pass. You must let this player past you without competing with him or unduly hindering his progress. It is debatable whether or not to leave the racing line, that is your choice. The most important thing is to <b>be predictable</b>. Don't make any sudden maneuvers, don't suddenly dive out of the racing line when the faster car is right behind you and already committed to pass, don't suddenly dive out of your line on the straight and jam on the brakes. If you're going to leave the racing line, do so smoothly, and so that the car behind can see what you're doing. Otherwise, if you're going to stick to the racing line, make sure the racer behind can see that you're keeping your line. Bottom line is, the driver behind is still passing, so it's his prerogative to pass cleanly, but it is the other driver's responsibility not to compete with the lapping driver, and not to intentionally prevent a pass. === あなたがクラッシュしたことを理由にリスタートに投票しない === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === Use the pit lane entrances/exits === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 正しくピットを出なかったプレイヤーに対して文句を言わない === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ファイナルラップを走行中のドライバーがいるときにリスタートに投票しない === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === Use clean overtaking tactics === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインを保つ === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくりクルージングする === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットインする === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === Stay still === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に確認する === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === Be nice === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レース車両のコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルはやさしく === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキング時に車輪をロックさせない === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === No off road expeditions when racing === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整する === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === Choose your tires wisely === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚える === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンには気を付ける === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === The first bend === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === スリップストリームはストレートで === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤをオーバーヒートさせないように === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップ後にタイヤを空転させる === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === Use tyre pressures wisely === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === Fast launching the XRR and FXR === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == Obeying Flags == ''by Gunn'' === Live For Speed でのフラッグ === レース中に、画面に表示される警告フラッグを見ることがあるでしょう。これらが何を意味するかを知ることはとても重要です。 The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === イエローフラッグが画面上に表示された場合、これはあなたの前方でスピン、もしくはクラッシュした車がいることを意味します。 事故車両を避けるためにスローダウンをする準備をする必要があります。 Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * イエローフラッグをみたら、トラブルに対処する準備、またはスピードを緩める準備をしましょう。You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === ブルーフラッグは、あなたの後にあなたより順位の高い車両がいることを意味します。 状況によって、あなたがするべきことは変わってきます。 Live for Speed でブルーフラッグを振られるであろう、以下の2つの状況を考察してみましょう。 * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic driving guides]] [[hu:Alap vezetési útmutató]] 43c4a1fd5f6ea8f944cee46723b08a4e4198f82b テクニカルリファレンス 0 1454 2448 2328 2017-05-05T13:11:44Z Skylinekakkoii 57 /* ステアリングとサスペンションのメカニズム */ wikitext text/x-wiki == ステアリングとサスペンションのメカニズム == === ステアリングジオメトリ === "フロントアライメント"とは、車輪とサスペンションとステアリングの関係のことを指します。これらの関係はステアリングジオメトリと呼ばれる角度を使って計算されます。この角度には、キャンバー角、キャスター角、キングピン傾斜角があります。このページでは、これらの角度の定義とその働きをカバーします。 === キャンバー角 === [[image:Camber.gif|thumb|キャンバー角]] 車両を前から見たときに、タイヤが傾いている角度のことをキャンバー角といいます。この角度は車両に積んだ荷物などの重さや、サスペンションの動きによって変化します。 前から見たときに、タイヤの上部が外側に傾くようなキャンバー角のことをポジティブキャンバーといいます。反対に、内側に傾くようなキャンバー角のことをネガティブキャンバーといいます。 It is shown by a line drawn through the centre of the wheel and a second line drawn straight up and down. They should intersect where the tyre meets the road. Camber is a directional control angle and a tyre wearing angle. Originally, roads were built with high crowns; that is, they were high in the middle and sloped downward to the sides. A large amount of positive wheel camber was needed for the tyre to contact the road squarely. If the tyre does not set squarely on the road, it will wear on one side and will not get a good grip for positive steering control. Modern roads, however, are made flat with very little crown, so less camber is needed for this reason. Even with flat roads, some camber is generally desirable, because it moves the point of contact between the tyre and the road more directly under and closer to, the steering knuckle pivot. This makes the wheels easier to pivot and reduces the amount of road shock sent to the vehicle suspension and steering linkage when the wheels hit bumps. It also places most of the load on the larger inner wheel bearing. To avoid some bad effects, the amount of camber must be carefully considered when a vehicle is designed. If you have ever rolled a tyre by hand, you soon learned that you did not have to turn the tyre in order to turn a corner. All you had to do was tilt (camber) the tyre to one side, and it rolled around the corner like a cone. Figure below shows us “positive camber” At the left you can see the vertical centreline of the car, The wheel leans out a few degrees from the vertical centreline of the wheel. If the wheel leans inward from the vertical it’s called “Negative camber”. Positive camber compensates for the weight of the car. When the car begins to move forward, the weight of the vehicle pulls the wheels into perfect vertical position. If you adjust the alignment with negative camber the wheels would be pulled in even further towards the vehicle. === キャスター角 === When viewed from the side of the wheel, the caster angle is the degree to which the kingpin or ball joint tilts forward or rearward in relation to the frame Like the camber angle, the caster angle is also measured in degrees. It is shown by a line drawn straight up and down, as in the figure and then a second line drawn through the centre of the kingpin or pivot points. The caster angle is the angle formed at the point where the two lines cross, as viewed from the side of the vehicle. A good example of caster is a bicycle. The fork is tilted backward at the top. A straight line drawn down through the front-wheel pivot or kingpin would strike the ground ahead of the point where the tyre contacts the road. A wheel mounted in this fashion is said to have positive (+) caster or “just” caster. If the top of the kingpin is tilted forward so that a straight line drawn through it hits behind the point where the tyre contacts the ground, the wheel is said to have negative (–) caster. On a vehicle with axle suspension, caster is obtained by the axle being mounted so that the top of the steering knuckle or kingpin is tilted to the rear. On a vehicle with independent suspension, the upper pivot point (ball joint) is set to the rear of the lower pivot point. Caster is a directional control angle, but not a tyre wearing angle. Positive caster causes the vehicle to steer in the direction in which it is moving. This is called an automatic steering effect; for instance, the forward momentum of a vehicle tends to keep wheels with positive caster in the straight-ahead position. After rounding a turn, this causes the wheels to return to a straight-ahead position when the driver releases the steering wheel. This automatic steering effect is also called self-righting or self-centring action. Positive caster makes the turning of the steering wheel more difficult, whereas negative caster turns more easily, but will cause the vehicle to wander. Caster is the tilting of the front steering axis either forward or backward from vertical as viewed from the side of the car see below. When the axis is tilted backwards from vertical, caster is said to be positive. Positive caster creates a trailing action on front wheels. When the axis is tilted forward, caster is negative, causing a leading action on front wheels. === ステアリング軸の傾斜 === This is the geometric relationship between the Ball Joints and the wheel. Note: The lower ball joint is farther out from the centreline of the car than the upper ball joint. By drawing an imaginary line between the ball joints and measuring the angle this makes with the true centreline of the wheel, you can determine the angle of steering inclination or the angle the ball joints incline away from centre. The angle of the inclination provides a number of benefits to steering. It increases tyre life, When turning a corner it increases the rate of recovery... When the car is moving forward it makes the steering more stable, but increases the effort required to move the steering wheel. Tracking: The greatest effect steering axis inclination has on the car is tracking. This is the tendency for the car to go where the front is pointed. This is the result of what happens when the steering knuckle moves. Because of the angle of inclination, when the steering knuckle turns, it tends to lift the car. The weight of the car forces the axle (Steering knuckle) downward or back into a straight or horizontal angle. This pulls the wheel / tyre back into a line with the body of the car. The car continues the same way it was going. === ショックアブソーバー === いくつかの背景となる情報がこれが何なのかを理解する助けとなるでしょう。 Although not a spring in itself, shockies are an integral part of the spring action, damping the actions of the actual spring, shock absorbers are exactly that, they are devices designed to absorb the shock or bounce generated by bumps. They reduce the action and reactions to fewer contractions and expansions of the coil. This helps to prevent the car from “floating” or the bouncing motion after it hits a bump. If we have no shock absorbers attached to each wheel to control the compression and expansion of the coil spring, the spring would keep bouncing up and down like a rubber ball till all the energy had been dissipated. A shock absorber is filled with fluid or gas, a plunger connected to the top of the shock, is forced down when the spring compresses. Through a series of valves, the fluid in front of the plunger is forced into side chambers, slowing or damping, the return of the spring. Its this alternating up and down motion of the plunger that provides the required damping effect. === スプリング=== 現代の車に使われているスプリングには4つの基本的な種類があります: * コイルスプリング * トーションバー * エアスプリング * リーフスプリング ここでは、LFSのモデルに最も近いと思われるコイルスプリングについて解説します。コイルスプリングはとても長い間使われてきたもので、現在最もよく使われる種類のスプリングです。リアサスペンションにも使われるようになってきました。 Coil springs are specially made from spring steel and heat treated to temper or add spring and strength to them. They are fitted between the frame of the car and a bracket or recess on the suspension member or part of the axle. Front wheel drive cutaway showing the coil spring supports and bump stops and other parts. === スタビライザーバー === Or sway bars as we sometimes call them are not really springs but act as though they were springs. And help in controlling spring action. Confused? Lets look at the diagram and the explanation in more detail. Sway bars reduce body roll on cornering, perhaps it’s best to describe them as a kind of torsion bar. They reduce some of the twisting action of the frame. When the car moves down the road with the frame level, the stabilizer bar is at rest. When one side of the frame of the car rises up, like when it hits a bump, the opposite side of the frame rises also. This movement is counteracted by the stabilizer bar. The lifting force on one side cause the stabilizer to twist like a torsion bar, creating a downward force at the opposite side. This helps to keep the frame level. Okay, some of the above is confusing and misleading, I don't want to completely remove it though, so I'll just make my own explanation of how I understand a stabilizer bar to work. A stabilizer bar is a torsion bar (spring) which transfers load from one side of the vehicle to the other. For example, on entering a left-hand corner, the car will lean to the right and compress the spring on the right of the vehicle. The stabilizer bar is lifted on the right-hand side, and transfers some of this lift (depending on its stiffness) to the left-hand spring, compressing it, which acts to reduce the amount of body-roll. When travelling in a straight line, a stabilizer bar is actually useless, as a bump that only one wheel hits will transfer to the other side as well, which isn't really helpful. However, when travelling in a straight line, handling isn't a problem, so it's a small price to pay for better cornering. === IFS (独立フロントサスペンション) === Control Arm or Independent Front Suspension allows the two wheels to move up and down independently of each other the diagram above shows how the wheel can move up and down yet not move the frame allowing the tyre to have a level, full contact area. This is the most common form of front suspension in modern cars and the method LFS is likely modelled upon. Solid axles are generally used in Vintage and Veteran cars and some larger trucks. The solid axle as shown in the other diagram behaves in the opposite way. I.E. When a tyre hits a bump the whole axle and the frame will lift up, Tilting the opposite wheel and allowing the tyre to lose some contact with the road surface. McPherson Strut type front suspension is a somewhat different approach using a control arm method. You will see there is no upper control arm present. Everything else is there: Spring, shock stabilizer and the torsion rod. Being lighter than a normal approach its ideal for smaller cars. With the heavy duty shock and lighter spring the upper control arm is no longer needed. == サスペンション形式 == === マクファーソンストラット === [[Image:Susp3.gif|マクファーソンストラット]] === トレーリングアーム === [[Image:Susp2.gif|トレーリングアーム]] === ダブルウィッシュボーン === [[Image:Susp1.gif|ダブルウィッシュボーン]] {{Guides}} <!-- 他言語へのリンク --> [[en:Technical Reference]] [[de:Technische Referenz]] b94878b09dbd9c5f9633d9041b4859d162e0129c ムービー作成 チュートリアル 0 1494 2449 2294 2017-05-05T13:16:26Z Skylinekakkoii 57 /* アドバイス */ wikitext text/x-wiki By [https://www.lfs.net/profile/30952 (SaM)] 動画を作るおつもりですか?ここを読めばどのようにすれば良いかわかると思います。 '''注意:''' 以下は英語圏向けに作られたものを翻訳しているチュートリアルです。日本人向けにはより適したソフトがあるかと思われますので、ご存知の方は編集をお願い致します。 == 録画 == * まず[http://www.fraps.com Fraps]を起動します。フルサイズの30fps(動画がカクつくようであればより低く設定しましょう)に設定し、録画モードにしましょう。 * 次にLFSを起動します。Options -> Misc より、フレームレートを30fpsを上限に設定しましょう。 * リプレイを再生します。(必要であれば、Shit+Uを押し、ユーザーカメラを設定しましょう。Press Follow car: (PLAYER) to let the camera follow the nearest car. Press SPACE to remove the usercam menu.) * Press SHIFT + F to remove the on-screen displays. Press SHIFT + F for the second time and it will disable the chat and the replay timeline. * Press F2 to slow down the replay at 0.5 speed. * Press the record button you specified in Fraps. When finished, stop recording with the same button. * [http://virtualdub.sourceforge.net/ VirtualDub]を起動します。録画したaviファイルを開きましょう。Go to '''Video > Frame rate'''. Click on Process every other frame and press OK, or click on 'Change to [ ] frames per second' and put down the double amount of fps you set Fraps to. The last option will give the video more fps but you will only notice the difference if you will use slowmotion on this clip in the movie. This is because movies generally dont have more than 30fps. * To reclaim the distorted sound from the video, in VirtualDub, go to '''Audio > Full Processing Mode, Audio > Use Advanced Filters, Audio > Filters...''' . Click 'Add', and select the Filters: '''Input > New Rate > Resample > Output'''. Click on the 'New Rate' filter, and then press the configure button, and finally, double the existing Frequency value. * If this is all the movie needs, 1 clip, go to Video > Compression and choose one of the codecs (XviD or DivX are recommended). Press F7 to save it and it's done. * If you want to edit this clip together with some other clips into a movie, press F7 without compressing it and save it. Now it's time for editing. == 編集 == Adobe Premiere Proをお持ちで動画編集の基本をご存知の方はそちらをご使用ください。Premiereを使えるのであればこの説明を読む必要はありません!もし使い方を知らないのであれば、スタートメニューから見つけることができる、Windowsムービーメーカーから始めましょう。 よりプロフェッショナルな動画編集をしたいのであれば、Premiereを使いましょう。 あなたが撮影したクリップを正しい順序でインポートし、短くしたり長くしたり、必要であればトランジションを追加しましょう。トランジションを使用する際には、ディゾルブか黒画面へのフェードイン/アウトを使いましょう。それ以外はプロのように見えない場合が多いです。必要であればタイトルやクレジットを追加し、全ての作業が終わったら動画を保存して終了しましょう。 == 編集 (aviSynth) == 他にある素晴らしい(しかも無料な)動画編集ソフトとして、aviSynthが挙げられます。AviSynthは正確には、それだけで起動するプログラムではありません。基本的にはフレームサーバーをインストールします。このフレームサーバーはあなたのスクリプトを読み込み、VirtualDubなどのプログラムへフレームを受け渡します。There is also a IDE that you can download that allows you to see the different commands that you can use to modify your video. #インストール ##まずはじめに、上記で説明されているように、VirtualDubをダウンロードし、インストールする必要があります。 ##次に、[http://sourceforge.net/project/showfiles.php?group_id=57023 AviSynth Sourceforge ページ]へアクセスし、最新版のプログラムをダウンロードします。また、AviSynthのスクリプトを編集する、AVSEditというソフトウェアをインストールしましょう。 ##最後に両方のプログラムをあなたのパソコンへインストールします。 #最初の動画 ##[[ムービー作成 チュートリアル#録画|録画セクション]]での説明を参考に、LFSから動画の「クリップ」を録画しましょう。3つのクリップを撮影すると良いでしょう。 ##AviSynthスクリプトを作成し、プレビューを見てみましょう: ##*ダウンロードしたのであれば、AVSEditを起動しましょう。そうでなければメモ帳を起動しましょう。 ##*<tt>clip1 = DirectShowSource("F:\fraps\clip1.avi")</tt>と入力しましょう。ファイルのパスは自分のものへ変更してください。 ##*同じことを残ったクリップにも繰り返します。ただし、<tt>clip1</tt>の代わりに、<tt>clip2</tt>といったように別の値へ変更してください。 ##*When you are finished typing in all of the video clips, and assigning them to variables, the last thing to do for our simple movie is join all of our clips. When you do not assign the results of a function to a variable, then the data is "returned" to the frameserver, which generates your video. So, type in <tt>UnAlignedSplice(clip1, clip2, clip3)</tt> and, for any remaining clips just add them into the function, using a comma to separate them. ##*Now, we will render our script using VirtualDub. Go to File>Save, and save your script as anything ending in ".avs". Now, open up VirtualDub. All you have to do is drag the script from wherever you saved it onto the program. All you have to do once you want to save the video, is follow the directions for compression in the [[ムービー作成 チュートリアル#録画|Recording]] section of this page. == アドバイス == 視聴者にわかりやすい動画を作ることが重要です。Think what kind of movie it is, is it a cool movie with lots of cool action, edit the shots quickly and choose quick music, but dont make the movie messy, where lots of stuff happens and you dont know what's happening. If the movie is more gentle, focus on recording the action clearly and in stylish camera positions+movements. I know this sounds obvious, but it's often forgotten. A good movie should be a whole package where everything is working together. Make the editing and effects the same as the kind of movie. Watch the movie every now and then when you make progress and think what it would be like if you were a viewer. What would he expect and what would he like to see. To stop messages from being displayed in Multiplayer replays, open up cfg.txt wich is in the LFS folder. Search for 'MPR Message Block' and change it to 1, change it back to 0 afterwards if you want. Remeber to save it when LFS isnt running. Shift+U からアクセスできるユーザーカメラでのコツは、大きすぎる視野角を避けることです。90°以上は多すぎます。90°より小さい値をしておくとズームしているように見え、見栄えが良くなります。 Also, use at least some View smoothing to make the movement of the camera go more dynamic and not instant. A low movement speed is also recommended, I use something around 3 to 20m/s. もう一つのアドバイスとしては、連続性を持たせることです。巻き戻しは行わないようにしましょう (フラッシュバックのようなエフェクトを掛けたい場合を除く)。 Good luck and have fun! {{Guides}} <!-- 他言語へのリンク --> [[de:Movie Tutorial]] [[en:Movie Tutorial]] c80d619b9636209d66e442c05f9d2e2985bb4a17 オートクロスエディタ 0 1455 2450 2368 2017-05-05T13:16:55Z Skylinekakkoii 57 /* マーカー */ wikitext text/x-wiki == オートクロスとは == Live for Speedにおけるオートクロスとは、ジムカーナ競技の一つです。 スピンターンなど、激しい動きをするのがジムカーナのイメージとして一般的ですが、英国発祥のオートクロスでは基本的に、舗装された平らな路面でのみ行われ、動きは比較的マイルドなものとされています。 LFSでは、オートクロスのコースをドライブすることができ、またそのコースを作るためのコースエディタ機能を持っています。 == オートクロスエディタ == [[Image:06Beditor.jpg|thumb|Blackwood Car park のオートクロスコース]] '''注意:''' オートクロスエディタを使うには、Live for Speedがアンロックされている必要があります。 ゲーム中に '''SHIFT+U''' を押すことで、オートクロスエディタにアクセスすることができます。レイアウトのセーブやロード、編集ができます。 <br>注意: もしオートクロスエディタが見えないようであれば、'''SPACEキー''' を押して '''edit''' をクリックしてください。 全てのエディタのキーは画面上に表示されます。オートクロスシステムはマルチプレイでも機能します。ホストの管理者はゲストが接続中にも、レイアウトをロードしたり編集することができます。 オートクロスレイアウトを作成するにあたって、オブジェクトはもちろん、チェックポイントとスタートポイントを設置して下さい。 スタートポイントが設置されていない場合、デフォルトのスタートグリッドが使用され、普通のレーストラックと同じように扱われます。 また、その際にはタイムペナルティはなくなりますが、チェックポイントを設置しないと、ラップタイムを計測することができなくなります。 === オブジェクトの設置 === オブジェクトの種類を選択し、'''Oキー''' を押すことで、オブジェクトを設置することができます。また '''「<」と「>」キー''' でオブジェクトの向きを変更できます。何も選択されていない状態で '''Mキー''' を押すと、そのオブジェクトをマウスカーソルの位置へ移動し、設定した向きへ更新します。 シフトキーを押したまま、'''OキーやMキー''' を押すと、1mグリッドでオブジェクトを設置/移動します。 画面右では、オブジェクトのプロパティを調整することができます。X/Y/Zの値を調整することでオブジェクトを移動できます。Z値を変更すると、選択したオブジェクトは"浮いている"オブジェクトへと変わります。これは水色のオブジェクトアイコンで表示されます。 1800の物理オブジェクトと120の制限区域とルートコントロールを設置することができます。LFSには、赤と白のの縁石や傾斜コンクリート、広告バナー、動かすことのできる藁ベール、パイロン、左右のマーカーなどの多くのオブジェクトがあります。 そのうちいくつかのオブジェクトは、幅や長さ、高さやピッチ、角度などを調整するプロパティを持っています。 === チェックポイントの設置 === [[Image:Checkpoint_Heading.jpg|thumb|チェックポイントを通過するXFG]] オートクロスにはフィニッシュラインと最低でも一つのチェックポイントが必要です。これによってコースとして定義することができ、またスプリットタイムを計測することができます。 '''Fキーか1,2,3キー''' を押すことで、フィニッシュラインやチェックポイントを設置します。オブジェクトの設置で行ったように、'''Mキー''' を押すことで幅や方向を調整することができます。 チェックポイントは走行中には見えません。コースを編集するときは、パイロンなどのオブジェクトを使って、ドライバーが必ずチェックポイント通過するようにして下さい。 '''WキーとEキー''' を使ってチェックポイントの幅を変更できます。 注意 : チェックポイントにおいて、方向は重要です。正しい方向でチェックポイントを通過するようにしなければ、タイムは計測されません。 チェックポイントは角括弧のような見た目になっています。"["の右側から左側へ車が通過するように設置して下さい。 === 制限区域とルートコントロール === "marshall"モードでは、マーシャルエリア(制限区域)とルートチェッカーを設置することができます。[[Image:Routechecker.png|thumb|ルートチェッカー]] マーシャルエリアは赤い円で表示されます。シングルプレイヤーモードでそこに進入すると、プレイヤーは45秒のペナルティを科されます。マルチプレイヤーモードの場合、プレイヤーは強制的に観戦モードにされます。 ルートチェッカーは緑の円で表示されます。全てのルートチェッカーはルートインデックス番号を持っており、選択時に画面上部右に表示されます。 車が正しい順序で通るよう、チェッカーを設置して下さい。間違った順序で通過すると、ペナルティを受けたり、強制的に観戦モードにされたりしてしまいます。 ルートインデックスは、ルートチェッカーが設置される際に自動的に生成されます。route indexボタンを押すことで、手動でルートインデックスを編集することができます。 === レースコントロールオブジェクト === "control"と呼ばれる専用のオブジェクトカテゴリがあります。このカテゴリではレースグリッドなどを変更することができます。 スターティンググリッドは最大 40個 のカスタムポジションを設置することで変更できます。ガレージやピットを他の場所へ移動したい場合は、新しいカスタムピットスタートポイントやピットストッポボックスを設置して下さい。 使用しようとしているレイアウトがスタートライトを使わない設定になっている場合、カスタムスタートライトを設置することができます。 === マーカー === 0.6Bにて、マーカーカテゴリが追加されました。このカテゴリには、ドライバーにコーナー指示するマーカーや、コーナーまでの距離(25-250m)を示す標識など、さまざまな種類のマーカーがあります。 === 操作方法 === 視点操作 - マウスとキーボード: 画面上にリスト表示されています。また、[[カメラ視点#フリーカメラ|フリーカメラ]]と同様に操作できます。 '''SPACEキー''' を押すことで、エディタのボタンの表示/非表示が切り替えられます。 距離計測機能 : '''Dキー''' を押すことで計測ツールを起動します。 '''CTRLキー''' とクリックを同時に行うことで、複数のオブジェクトを同時に選択することができます。選択したオブジェクトは一度に動かしたり、回転させたりコピーしたりすることができます。 '''SHIFT''' + '''OまたはMキー''' で1mグリッドでオブジェクトを設置したり移動したりすることができます。 {{Guides}} <!-- links to other languages --> [[en:Autocross Editor]] [[de:Autocross Editor]] [[hu:Autocross]] 02192c3d9f4ae424f0a4e46c4b5fe8858bb0b676 ゲームモード 0 1412 2453 2383 2017-05-07T08:52:16Z Skylinekakkoii 57 /* コースの選択 */ wikitext text/x-wiki == トレーニング == [[image:Training.jpg|thumb|トレーニングモード]] Live for Speedのトレーニングモードは、レースに必要なドライビングテクニックを磨くためのドライビングスクールです。 もちろんLFSのベテランの方にもトレーニングは役に立ちます。 リストからレッスンを選んで、クリア条件や学習目的などを確認して挑戦して下さい。 ほとんど全てのレッスンは指定された時間内に終了する必要があります。また、コースオフやパイロンなどのコース内のオブジェクト、AIの運転する車に触れると失格となります。 レッスンを終えると、成績が表示されます。 良い成績を取り、ドライビングテクニックを磨きましょう! == マルチプレイ == [[image:Serverlist.jpg|thumb|サーバーリスト]] 'Multiplay'をクリックすると、オンラインで他のプレイヤーと走行することができます。 マルチプレイを始めるには、[[はじめに#アンロック | 「はじめに」で紹介した「アンロック」]]を行う必要があります。 Demoライセンスの場合、マルチプレイで同時にプレイできるプレイヤーの数は12人までに限られています。 オンラインで走行する際は、'''相手は人間であり、適切な対応をする必要があること'''を忘れないで下さい! 注意深く運転し、クラッシュは必ず避けるようにしましょう。 [[クリーンなレースをするために|クリーンに運転すること]]はよいレースを提供するだけでなく、あなたとレースをしたいと思う人を見つけるのに役立ちます。 一番簡単にマルチプレイを始めるには、'ホストの一覧表示'をクリックし、利用可能なオンラインホストを選択します。 もちろん、他にも始める方法がありますので、以下に説明します。 === Multiplayのメインメニュー === '''接続中のウィンドウ表示:''' フルスクリーン表示にしていると、何らかのダイアログ(アンチウィルスソフトなど)が出た時に、LFSがフリーズしてしまう可能性があります。この項目を'YES'にしておくと、オンラインプレイ時はウィンドウモードに切り替わります。 '''お友達を探す:''' LFSをオンラインでプレイ中のプレイヤーを捜すことができます。捜したいプレイヤーのユーザーネームを入力して下さい。そのプレイヤーがオンラインであれば、そのプレーヤーが現在プレイ中のサーバーが表示され、入るかどうかを選択できます。 === ホストの一覧表示 === この項目では、マスターサーバーに接続して、hidden(非公開)設定されない全てのホストを表示します。 リストにはどの車が使用可能で、どのトラックが使われているか、そして何人のプレイヤーが現在ホスト(サーバー)にいるかが表示されています。 '?'ボタンをクリックすると、現在サーバー内にいるプレイヤーの一覧を見ることができます。 また、リスト上部や画面下部のボタンを使って表示されるホストを絞り込むことができます。 '''よく使われるリスト上部の記号:''' [[image:LFS-Serverlist-Car.png]] : 現在レースに参加しているプレイヤー数を表します。<br /> [[image:LFS-Serverlist-Conns.png]] : 現在サーバーに参加しているプレイヤー数を表します。 '''カーフィルター:''' カーフィルターは、車種別にホストを見つけるのに役立ちます。 クラス別:車種に設定されたクラスによってフィルタリングします。リスト下部に表示されています。デフォルトはALLです。 車種別:リスト上部中央にある車種名をクリックすることでフィルタリングします。クリックすると、以下の意味を持つ3種類の状態に変化します。 {| class="wikitable" |- !黒 |指定されていない状態です。デフォルトではこの状態です。 |- !青 |この車種が使用可能なホストのみを表示します。 |- !赤 |この車種が使用可能なホストを除外して表示します。 |} 例えば、XF GTiを使ってレースをしたい場合、'XFG'をクリックして青い状態にしましょう。これによってXF GTiを使用できるホスト一覧が表示されます。 マルチプレイへ参加する方へ: 誰もいないサーバーに参加するのをためらわないでください!あなたが参加することで、そのうち他のプレイヤーが集まって来るでしょう!<br /> ホストの方へ: なるべく、全ての車を許可する設定しないでください。使用可能な車のクラス設定を使用することをお勧めします。そうすることで、よりクリーンなレースを実施できるでしょう。 '''Carコード:''' サーバーリストに表示される車種名は、以下のような3文字に省略されたCarコードを使用しています。 {| class="sortable wikitable" ! Carコード !! 車種名 !! Demo !! S1 !! S2 !! S3 |- ! [[クラスなし#UF_1000|UF1]] !! [[クラスなし#UF_1000|UF 1000]] | - || - || ○ || ○ |- ! [[FRクラス#XF_GTI|XFG]] !! [[FRクラス#XF_GTI|XF GTi]] | ○ || ○ || ○ || ○ |- ! [[FRクラス#XR_GT|XRG]] !! [[FRクラス#XR_GT|XR GT]] | ○ || ○ || ○ || ○ |- ! [[TBOクラス#XR_GT_Turbo|XRT]] !! [[TBOクラス#XR_GT_Turbo|XR GT Turbo]] | - || ○ || ○ || ○ |- ! [[TBOクラス#RB4_GT|RB4]] !! [[TBOクラス#RB4_GT|RB4 GT]] | - || ○ || ○ || ○ |- ! [[TBOクラス#FXO_Turbo|FXO]] !! [[TBOクラス#FXO_Turbo|FXO Turbo]] | - || ○ || ○ || ○ |- ! [[クラスなし#LX4|LX4]] !! [[クラスなし#LX4|LX4]] | - || ○ || ○ || ○ |- ! [[LRFクラス#LX6|LX6]] !! [[LRFクラス#LX6|LX6]] | - || ○ || ○ || ○ |- ! [[LRFクラス#FZ50|FZ5]] !! [[LRFクラス#FZ50|FZ 50]] | - || - || ○ || ○ |- ! [[LRFクラス#RaceAbout|RAC]] !! [[LRFクラス#RaceAbout|RaceAbout]] | - || - || ○ || ○ |- ! [[シングルシーター#MRT5|MRT]] !! [[シングルシーター#MRT5|MRT5]] | - || ○ || ○ || ○ |- ! [[FWD_GTRクラス#UF_GTR|UFR]] !! [[FWD_GTRクラス#UF_GTR|UF 1000 GTR]] | - || - || ○ || ○ |- ! [[FWD_GTRクラス#XF_GTR|XFR]] !! [[FWD_GTRクラス#XF_GTR|XF GTR]] | - || - || ○ || ○ |- ! [[シングルシーター#Formula_XR|FOX]] !! [[シングルシーター#Formula_XR|Formula XR]] | - || - || ○ || ○ |- ! [[シングルシーター#Formula_BMW|FBM]] !! [[シングルシーター#Formula_BMW|Formula BMW FB02]] | ○ || ○ || ○ || ○ |- ! [[シングルシーター#Formula_V8|FO8]] !! [[シングルシーター#Formula_V8|Formula V8]] | - || - || ○ || ○ |- ! [[シングルシーター#BMW_Sauber_F1_(Formula_One)|BF1]] !! [[シングルシーター#BMW_Sauber_F1_(Formula_One)|BMW Sauber F1]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#FXO_GTR|FXR]] !! [[RWD_GTRクラス#FXO_GTR|FXO GTR]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#XR_GTR|XRR]] !! [[RWD_GTRクラス#XR_GTR|XR GTR]] | - || - || ○ || ○ |- ! [[RWD_GTRクラス#FZ50_GTR|FZR]] !! [[RWD_GTRクラス#FZ50_GTR|FZ 50 GTR]] | - || - || ○ || ○ |} '''Trackコード:''' 同様にトラック(サーキット)も省略されたTrackコードを使用しています。ドラッグコースとカーパーク、スキッドパッド以外は逆走も可能ですので、コース数は事実上約2倍になります。 TrackコードはTrack識別子と設定番号、また逆走などのコース設定の情報 の3つの要素によって構成されます。 例: {| class="wikitable" |- !BL1R |Blackwood, GP, 逆走 |- !AS3 |Aston, National, 順走 |- !SO2Y |South City, Sprint1, オープントラックでリバースピットレーンとリバースグリッド |} {| class="wikitable" ! Trackコード !! コース名 !! コース設定(逆走は除く) |- ! [[Blackwood|BL]] !! [[Blackwood]] |[[Blackwood#GP_Track|GP]], [[Blackwood#Historic|Historic]], [[Blackwood#Rallycross|Rallycross]], [[Blackwood#Car_Park|Car Park]] |- ! [[South_City|SO]] !! [[South City]] |[[South_City#Classic|Classic]], [[South_City#Sprint_Track_1|Sprint 1]], [[South_City#Sprint_Track_2|Sprint 2]], [[South_City#City_Long|City Long]], [[South_City#Town Course|Town Course]], [[South_City#Chicane Route|Chicane Route]] |- ! [[Fern_Bay|FE]] !! [[Fern Bay]] |[[Fern_Bay#Club|Club]], [[Fern_Bay#Green|Green]], [[Fern_Bay#Gold|Gold]], [[Fern_Bay#Black|Black]], [[Fern_Bay#Rallycross|Rallycross]], [[Fern_Bay#Rallycross_Green|Rallycross Green]] |- ! [[Aston|AS]] !! [[Aston]] |[[Aston#Cadet|Cadet]], [[Aston#Club|Club]], [[Aston#National|National]], [[Aston#Historic|Historic]], [[Aston#Grand_Prix|Grand Prix]], [[Aston#Grand_Touring|Grand Touring]], [[Aston#North|North]] |- ! [[Westhill|WE]] !! [[Westhill]] |[[Westhill#National|National]], [[Westhill#International|International]], [[Westhill#Car Park|Car Park]], [[Westhill#Karting|Karting]], [[Westhill#Karting National|Karting National]] |- ! [[Kyoto_Ring|KY]] !! [[Kyoto Ring]] |[[Kyoto_Ring#Oval|Oval]], [[Kyoto_Ring#National|National]], [[Kyoto_Ring#GP Long|GP Long]] |- ! [[Autocross|AU]] !! [[Autocross]] |[[Autocross#Autocross|Autocross]], [[Autocross#Skid_Pad|Skid Pad]], [[Autocross#Drag_Strip|Drag Strip]], [[Autocross#Drag_Strip|8 Lane Drag]] |- ! [[Rockingham|RO]] !! [[Rockingham]] |[[Rockingham#ISSC|ISSC]], [[Rockingham#National|National]], [[Rockingham#Oval|Oval]], [[Rockingham#ISSC_Long|ISSC Long]], [[Rockingham#Lake|Lake]], [[Rockingham#Handling|Handling]], [[Rockingham#International|International]], [[Rockingham#Historic|Historic]], [[Rockingham#Historic_Short|Historic Short]], [[Rockingham#International_Long|International Long]], [[Rockingham#Sportscar|Sportscar]] |} '''Infoコード:''' 各ホストの情報をアルファベットで表示します。 {| class="wikitable" |- ! VOT | kick/banの投票(Vote)の許可 |- ! SEL |トラックの選択の許可 |- ! QLY | 予選の可否(レースがある場合のみ) |- ! MID | レースへの途中参加の許可 |- ! PIT | ピットストップ義務 |- ! RST | カーリセットの許可 |- ! FCV | 強制コクピットビュー |- ! CRU | クルーズサーバー(レースではなく、ドライブを楽しむホスト) |- ! R | InSim Relay への接続 |- ! R<sup>+</sup> | アンチショートカットオプションの使用 |} また、画面下部にはこれらのフィルタが用意されています。 {| class="wikitable" |- ! ALL | フィルタリングなし |- ! RACE | レースサーバー(逆走が許されないホスト) |- ! REAL | カーリセットが無効にされたホスト |- ! HARD | カーリセットが無効にされ、強制コクピットビューのホスト |} '''待合室:''' チャットボタンをクリックすると、サーバーリストの上にチャットウィンドウが表示されます。ここでは、待合室にいる他のプレイヤーとチャットをすることができます。また、IRCのようにコマンドを入力できます。 {| class="wikitable" |- ! find [username] | ユーザーが現在オンラインかどうか示します。'Find User'同様の機能です。 |- ! /users | 現在オンラインのホストに何人のユーザーがいるか表示します。各バージョンの人数が表示されます。 |- ! /hosts | 現在オンラインのホストがいくつあるか表示します。各バージョンのホスト数が表示されます。 |- ! /me [text] | あなたのアクションを表示します。例えば、''/me leaving the room''と入力すると、''username leaving the room''と表示されます。 |- ! /demo | デモサーバーの数を表示します。使用しているバージョンが古いものがいくつあるか表示されます。 |- ! /leave | チャットを終了します。「退室」ボタンと同様の機能です。 |- ! /help | 上記全てのコマンドを表示します。 |} === ホスト名で接続 === サーバーリストを表示せず直接サーバーに加わることが出来ます。リストから接続したとしても、あなたがプレイした最後のホストがセットされているので、何らかの理由でホストから切断された場合、ここから簡単に再接続することが出来ます。 '''ホストの種類:''' ローカルネットワーク(LAN)か、インターネットかを選択します。 :'''LAN:''' 1つのライセンス(LFSのUsername)を使って、最高3人のプレーヤーがレースすることが出来ます。1人だけライセンスを買えば、インターネットに接続せずに小さなネットワーク(ローカルネットワーク)でプレイできます。 :'''インターネット:''' マスターサーバーに接続し、検索します。サーバー名を入力して必要ならパスワードを入力して下さい。 '''ホスト名:''' ホスト名を入力します。(大文字小文字と色は無視されます) '''パスワード:''' パスワードを入力します。(大文字小文字は無視されますが、色は同じにしなければなりません) いくつかのホストは、レースイベントやシリーズ戦などのときはパスワードを掛けています。これは不特定の人が入ってくるのを防ぐためです。パスワードは、レースを主催している人やチームのホームページなどで確認してください。 '''ホストのIPアドレス:''' 「LAN」を選択した場合、ホストのIPアドレスを入力することができます。外部のIPアドレスは使用できません。 '''ホストのポート:''' 「LAN」を選択した場合、ポート番号を指定できます。デフォルトは63392番ポートで通常変える必要がありません。 === ホスト作成 === あなた自身がLive for speedのホストになります。接続可能なプレーヤー数は、あなたのインターネット接続のアップロードバンド幅(≒速度)に依存します。LFSは何人のプレイヤーが接続可能か計算し、表示する機能を持っています。 通常、ホストになるには2種類の方法があります。 *1.通常のLive for speedでホストになる方法。これはあなた自身もレースに参加できます。 *2.下のオプションを使用してゲーム中のグラフィックスを表示しない、いわゆる「dedicated(専用)ホスト」を使用する方法。これは、他のプレイヤーだけあなたのホストに接続してレースに参加できます。あなたはレースに参加できませんが、レース中のグラフィックを表示しない分、スペックの低いコンピューターでもホストになることができます。 また、一切のグラフィックを表示させない、サーバーだけのプログラムを使用する方法もあります。<br /> アンロックやライセンスの購入は必要ありません。誰でもすぐにLFSのホストになることができます。<br /> 非常にスペックの低いコンピューターでもサーバーを立てることができます。<br /> この「Dedicatedホストプログラム」は以下のページからダウンロードできます。<br /> https://www.lfs.net/downloads 両方のサーバータイプのために、いろいろなホストオプションがあります。 '''可視性:''' これは「ホスト名で接続」の「ホストの種類」とほぼ同じです。「隠す」を選択すると、マスタサーバーにログインされますが、「ホストの一覧」からは見えなくなります。ホスト名を知っているプレーヤーだけが接続することができます。 '''ホスト名:''' 設定したいホスト名を入力します。。 '''パスワード:''' パスワードを入力します。パスワードを設定すると自動的に「private(プライベートホスト)」になります。空白にすると「public(パブリックホスト)」になり誰でも入ることが出来ます。 '''Adminパスワード:''' Adminパスワードを入力することで、他のプレイヤーがサーバーコマンドを使ってサーバーの設定を変更できないようにしたり、パスワードを教えたプレイヤーだけが変更可能にできます。 '''IPアドレス:''' コンピューターが複数のIPアドレスを持っている場合、任意で指定することができます。通常は「auto」で構いません。 '''ポート:''' 通常変える必要がありません。(デフォルトは63392番ポート) '''注意:''' コンピューターがファイアウォールを通してインターネットに接続している場合、LFSで使うTCPとUDPポート(デフォルト:63392番と、29339番)は解放されている必要があります。 '''インターネット接続:''' ホストに接続するプレーヤーの最大数は、あなたのインターネット接続のアップロードバンド幅に依存します。古いネットワークを使用している場合、指定してください。通常は「カスタム」のままで構いません。 '''最大アップロード:''' あなたのバンド幅が上のリストにない場合、ここで入力することができます。単位は'''kBit/s'''です。 '''注意:''' ByteとBitの関係<br /> 1 kByte/s = 8 kBit/s<br /> 1 MByte/s = 8 MBit/s '''最大ゲスト数:''' 接続できるプレーヤーの最大数(観戦者を含む) '''Adminスロット:''' ホストが満員の際に入れないということを防ぐための予備のスロットを確保します。 '''最大レース人数:''' レースに出場できる車の最大数(AIを含む) '''ゲストPCからの最大参加:''' ゲストプレーヤーのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''ホストからの最大参加:''' ホストのPCから走らせられる最大数です。AIを参加させる場合に使用します。最大3台まで指定できます。 '''スムースネス:''' LFSでは、接続されているすべてのPCから1秒枚に車の位置情報のデータパケットを受け取ります。この値が高いほど1秒間に多くの情報を受け取ることができ、接続されているすべてのPC上でスムーズに表示されます。アップロードバンド幅が許される限り高く設定して下さい。最大6パケット/秒が指定できます。 '''Dedicatedホスト:''' ホストを専用サーバーにします。ゲーム中のグラフィックは表示されませんが、レーサー達とチャットすることができます。<!-- todo --> '''Allow vote Kick / Ban:''' ゲストプレーヤーにキック/バンを許可します。これはレースを故意に妨害する人々を締め出す良い方法です。『no』の場合、サーバー管理者だけがキック/バンを使用できます。 '''Allow Guests to select tracks:''' ゲストプレーヤーにトラックの選択を許可します。『no』の場合、サーバー管理者だけ選択できます。 '''Allow mid-race join:''' レース途中のJoinを禁止 '''Allow car reset:''' 『NO』でスペースキーでのカーリセットを禁止します。 '''force cockpit view:''' コックピット視点を強制します。 '''Pit stop requires:''' ピットストップを強制します。 === サーバーに入ったら === サーバーに入ると、すでに他のレーサーがいる場合は'''観戦(Spectate)モード'''になっています。 レースに参加するには、'''Escキー'''を押してメニューを開き'''Join'''をクリックして下さい。 または、Shift + Jを押してください。 誰もいない場合はロビー画面になっています。 '''Join Race'''ボタンを押し、参加リストに自分の名前が表示されたことを確認したら、'''Ready'''をクリックしてコースインしてください。 その他のEscメニュー '''Option''' オプション '''Pits''' ピットイン(Shift + P) '''Spectate''' 観戦モード(Shift + S) '''Vote to start race''' (再)スタートに投票(Shift + R) '''Vote to qualify''' 予選に投票(Shift + Q) '''Vote to end race''' レース終了に投票(Shift + X) '''Resume''' 元の画面に戻ります(Esc) '''注意:''' 投票(Vote)システムは一定数以上のプレイヤーが投票すると実行されます。投票したプレイヤーの情報はチャットログに表示されます。状況を読んで使用しましょう。 == シングルプレイ == [[image:Singleplayer.jpg|thumb|Singleplayer mode]] Live for speedは最高のオンラインレースを提供するために開発されましたが、シングルプレイモードもあります。新しいトラックを覚えたり、セットアップを開発したり、AIにオーバーテイクを学習させたりもできます。 '''Skill Level:''' AIのレベルをビギナーからプロまで選べます。AIは1時間のレースの後に5秒以上速くなることもあります。それぞれのAIは微妙に違ったふるまいをします。 '''Add AI driver:''' 最高12人のAIドライバーをレースに加えることができます。 '''Join Race:''' あなたがレースに参加します。AIドライバーが12人いると入れません。 '''Start Grid:''' レースに参加しているドライバーのリストです。ドライバー名をクリックすると選択できます。'-'をクリックすると、レースから除外します。 '''Swap Position:''' AIとあなたのグリッドを入れ替えます。 '''Player:''' プレーヤーオプション '''Garage:''' 車種の変更、セッティングをすることができます。 '''Track:''' トラック・天候を選択できます。 '''Laps:''' ラップ数を変更できます(右クリックで±10)。「0」でプラクティスになります。1ラップ以上にセットすると予選をすることもできます。 '''Wind''' 風の強さを選べます。風力は多少ランダムに変化します。 '''注意:''' ラップの最高は255Lapです。 === ロビー画面 === ロビー画面では、シングル / マルチプレーヤーレースをセットアップできます。 ここでは、車 / トラックの選択、ラップ数などを設定できます。 === ガレージ画面とカーセッティング === [[image:Garage.jpg|thumb|ガレージで表示されるあなたの車]] 次に、あなたがLFSでもっとも使用率の高い、ガレージ画面について説明します。 ここでは、車を選択したり、セットアップを追加/削除したり、好きなように編集することができます。 ほとんどのボタンはとても見つけやすく、説明の必要がないほどわかりやすいものとなっています。 左上にはカラーパネルが用意されています。ここではカラー設定を追加/削除/編集できます。 独立したカラーアイコンをクリックしてシンプルなカラーを選択したり、'新規作成'ボタンをクリックし、スキンを選択することで新しいカラー設定を追加できます。 スキン選択画面では、LFS\skins フォルダに保存されたスキンを一覧表示します。 カラーパネルの下にはドライバーと荷重パネルがあります。 これはドライバーや燃料を積んだ時の荷重ベクトルを表示したり、車を色々な角度から見るために回転させたり、弾ませたりするのに使います。 硬いサスペンションにしたらどうなるのか、ドライバーや燃料を積んだらどうなるのか、など、色々と試してみてください。 画面右には、表示されている車のセットアップ一覧が表示されています。 車を変更するには、'CAR'ボタンを押してください。 '新規作成'ボタンをクリックすると、現在選択されているセットアップをコピーして新たにもう一つのセットアップを作成します。 デフォルトのセットアップは変更できないので、コピーした後に自分のセットアップへと変更しましょう。 '削除'ボタンを押すとセットアップを完全に削除します。 この画面で一番重要な項目は、画面下に水平に表示されているセットアップボタンです。名前の通り、これは車のセットアップを変更するのに使用します。 'Info'では、重量や出力といった、車のスペックを表示します。また、燃料の搭載量を変更することが出来ます。 これらの項目にはそれぞれガイドが表示されており、あなたの車のパフォーマンスを最大限発揮できるようカスタマイズするのに役立ちます。しかしながら、全てのサブメニューは、選択した値を増やしたり減らしたりできるスライダーを持っていることがすぐにわかるでしょう。 各スライダー上で右クリックすることで、直接値を入力できます。また、Ctrl+右クリックでスライダー値をコピーし、Shift+右クリックで他のスライダーへ値を貼り付けることができます。 デフォルトの'hard track'セットアップをクリックし、ハイライトされた状態で'新規作成'ボタンをクリックし名前を入力して、コピーを作りましょう。 コピーがつくれたら、セッティングをいじってみましょう。 完成したら、OKボタンを押して元の画面に戻り、'Join race'ボタンを押してリストに自分の名前が表示されたことを確認しましょう。 === コースの選択 === [[image:Trackselect.jpg|thumb|コースの選択]] 次に、サーキット/コースを選択します。サーキットは、レースをするのに安全な場所です。 'Track'ボタンを押すと、サーキットリストやマップ、コース長などが表示されます。 LFSには8つのサーキットがあります。 なかでも [[Autocross]] は、コースを作ったり実験を行ったりするのに使われるスキッドパッドゾーンと、2または8レーンのドラッグストリップエリアを含むサーキットです。 コースを使うには、まず好きなサーキットを右側のメインエリアから選択します。サーキットを選択すると、そのサーキットで利用可能な全てのコースを含んだサブメニューが表示されます。この中から好きなコース名をクリックすることでコースを選択できます。After choosing the track layout, any available Autocross layouts for your chosen track will appear to the right below the available configurations. A map showing the track path is then displayed, and options to change the weather conditions (lighting only) are available from the weather menu, with its three options: 天候は '''BRIGHT CLEAR'''、'''OVERCAST'''、'''CLOUDY SUNSET/DUSK'''など、コースによって用意された様々な選択肢の中から選択できます。 LFSは開発中なので、実際の気象状況を使用してのプレイ、雨、ひょう、霧、夜などの条件下でのプレイなどはまだ実現されていません。 '''X''' と '''Y''' ボタンはオープンコース設定です。これはコース上のどのような場所でも行けることを意味します。 また、チェックポイントを追加し、必要のないコースは障壁でふさいでしまうことで、カスタムコース設定を作ることもできます。 この際、ピットレーンとスターティンググリッドは X と Y のどちらを選んだかによって向きが変わります。例えば、South City Chicane Route X では、ノーマルコースと同じピットレーンとスターティンググリッドを持ちます。 最後に、'OK'ボタンかコース画像をクリックすることで、現在選択されているコースとオプションを決定し、元の画面に戻ります。 シングルプレイモードであれば、'GO'ボタンを押すことで選択したコースでドライブすることができます。 == ホットラップ == [[image:Hotlapping.jpg|thumb|ホットラップ]] ホットラップモードでは、オンラインで直接接続することなく、世界中のプレイヤーと競うことができます。 このモードでは、あなたは統一された完璧な環境で走行することができ、集中した状態でタイムと戦うことができます。 しかし、走行する際にはコースから外れたり、オブジェクトに接触したりしないよう気を遣う必要があります。 HLVC(Hot Lapping Validity Check, ホットラップ有効性チェック)というシステムが、あなたがクリーンで正しい走行を行っているかどうかを監視しています。 画面上部右に、有効なうちの最も速いラップタイムとスプリットタイムが表示されます。 自己ベストを更新し、それがHLVCによって有効であると判断された場合、あなたは http://www.lfsworld.net へホットラップをアップロードすることができます。 http://www.lfsworld.net では、公式ワールドレコードや他のプレイヤーのホットラップなどと比較し、あなたがどれくらい速いのかを知ることができます。 また、ガレージ内では、タイヤウォーマーの温度を調節することができます。タイヤの温度調整に苦労している場合には、これは非常に便利な機能といえるでしょう。 この機能は現在、ホットラップモードでのみ使用可能です。 リプレイは LFS\data\spr フォルダ内に保存されます。 '1'キーを押すことで、リプレイを保存できます。この際、リプレイ名は username_コース_車_タイム.sprというように保存されます。(例: somebody_AS1_UF1_100883.spr) 名前を自分で指定してリプレイを保存するには、'2'キーを押してください。 リプレイ(ホットラップ)をアップロードするには、http://www.lfsworld.net へアクセスし、'Hotlaps'の'Hotlap Charts'タブを開いてください。 オンラインでプレイ中にもホットラップデータベースへアクセスすることができます。詳しくは[[キーコンフィグ#LFS_World_コマンド|こちら]]をご覧ください。 '''メモ:''' LFS Worldにアップロードされた全てのリプレイは、ダウンロードしてあなたのPCで見ることができます。この機能をうまく使えば、世界最高のドライバーのラップを研究して、あなたのラップタイムを改善することができます。 == リプレイ == [[image:Replays.jpg|thumb|リプレイ]] LFSの大きな特徴のうちの1つは、シングルプレイ(SPR) や マルチプレイ(MPR、LANまたはオンライン)に関わらず、各レースのリプレイを記録する機能があることです。 前項と同様に、'1'/'2'キーを使って保存することができます。 '1'キーを押すと、自動的につけられた名前で保存された後、すぐに再生が始まります。マルチプレイでは'1'キーは投票に割り当てられているので、'2'キーを押して、名前を付けて保存します。 リプレイは、さまざまな角度から見ることができ、早送り・ポーズなどができます。 利用可能なホットキーは[[キーコンフィグ#リプレイ操作|キーコンフィグ]]に掲載されています。 「シングルプレイ」のリプレイ中、Escキーを押すと以下のようなメニューが表示されます: '''Options:''' オプション画面 '''Replay:''' リプレイをはじめから再生します '''Output lap data:''' [http://www.lfsforum.net/showthread.php?t=20056 LFS Replay Analyser] や [http://www.xs4all.nl/~rsdi/f1perfview.html F1PerfView] のような外部プログラムで使用できる、.RAF(Repay Analyser File, リプレイ解析ファイル) を作成します。 '''Test drive:''' そのリプレイで使われている車のセットアップを使用して、テストドライブすることができます。例えば、ワールドレコードのリプレイを見ている際には、それが録画されたときと同じセッティングで走ることができます。違うコントローラを使用している場合には、コントローラの設定を同じにする必要があるでしょう。 <!-- 他言語へのリンク --> [[de:Spielmodi]] [[cs:Herní_módy]] [[en:Game modes]] [[es:Modos_de_juego]] [[fr:Modes_de_jeu]] [[hu:Játékmódok]] [[it:Modalità_di_gioco]] [[nl:Spelmodes]] a303ed211b0a7221b940231677d166c796f2d45f 基本ドライビングガイド 0 1472 2454 2447 2017-05-07T16:09:05Z Skylinekakkoii 57 /* シンプルドライビング Tips */ wikitext text/x-wiki == シンプルドライビング Tips == * コーナーの進入では、タイミングよくブレーキを使いましょう。実際には、ブレーキを遅くハードにかけるよりも、安全なスピードでコーナーに進入する方が速いです。(これは、コース外にはみ出してしまったり、レーシングラインを外してワイドなラインを取ってしまうことがあるためです。) * ハードブレーキングはタイヤにフラットスポットを作ってしまう原因となります。フラットスポットはタイヤのグリップを著しく低下させ、またパンクの原因となることがあります。また、草や土の上の走行を避けましょう。これらもタイヤのグリップを低下させます。 * 後輪駆動の車で走行しているときは、スロットルをやさしく操作しましょう。スロットルを早いタイミングで開けすぎると、コーナーの出口でスピンする原因となります。 * '''レースの1コーナーでは、周囲にとても気を付けて走行してください。特に、後方からスタートした場合はより注意を払ってください。''' 前方に車がたくさんいるため、おそらく、通常よりも早いタイミングでブレーキングを開始する必要があるでしょう。最初のコーナーはレースで最も危険な場所です。注意を払い、あなたや他のプレイヤーのレースを台無しにしないようにしましょう。もちろん、これは他のハードブレーキングが必要な全てのコーナーにも当てはまります。前方に車がいる場合は通常よりも少し早めにブレーキングを開始するよう、覚えておきましょう。 * 練習は完璧を可能にします。レースに勝つドライバーは、練習を通じてコースと車を学ぶことに時間をかけ、努力しています。 == オンラインレースのエチケット == * スパムメッセージを送らない: メッセージを何回も何回も繰り返す必要はありません。でないと他のプレイヤーはあなたにうんざりするでしょう。It's rude and there is simply no use in doing that. Even if you are angry or you have the right to be angry, never spam! * If you get BLUE FLAG displayed on the screen, it means a player who is one or more laps ahead of you is attempting to pass. You must let this player past you without competing with him or unduly hindering his progress. It is debatable whether or not to leave the racing line, that is your choice. The most important thing is to <b>be predictable</b>. Don't make any sudden maneuvers, don't suddenly dive out of the racing line when the faster car is right behind you and already committed to pass, don't suddenly dive out of your line on the straight and jam on the brakes. If you're going to leave the racing line, do so smoothly, and so that the car behind can see what you're doing. Otherwise, if you're going to stick to the racing line, make sure the racer behind can see that you're keeping your line. Bottom line is, the driver behind is still passing, so it's his prerogative to pass cleanly, but it is the other driver's responsibility not to compete with the lapping driver, and not to intentionally prevent a pass. === あなたがクラッシュしたことを理由にリスタートに投票しない === Never vote to restart the race if you are the one making the mistakes. If you miss your braking points and fly off the road at turn 1, but everyone else is doing just fine, then how is it fair to try to restart the race and ruin there races because you couldn't keep your car on the track? Learn from it and try to catch up. If lots of people do make a mistake and cause an accident then fine, vote to restart. === Use the pit lane entrances/exits === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 正しくピットを出なかったプレイヤーに対して文句を言わない === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. E.g. At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ファイナルラップを走行中のドライバーがいるときにリスタートに投票しない === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === Use clean overtaking tactics === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインを保つ === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくりクルージングする === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットインする === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === Stay still === When you've crashed on track and other cars are trying to avoid you then stick your foot on the brake. Keep your foot on the brake until everyone has passed and you are sure that there is nobody heading your way as it's a lot harder to avoid a moving chicane than it is a stationary one. Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に確認する === When changing lanes, like in a real car, ALWAYS look in the mirror AND BESIDE YOU. You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === Be nice === Give people room, and be smooth with your actions. At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レース車両のコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルはやさしく === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキング時に車輪をロックさせない === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === No off road expeditions when racing === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整する === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === Choose your tires wisely === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚える === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンには気を付ける === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === The first bend === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === スリップストリームはストレートで === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤをオーバーヒートさせないように === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップ後にタイヤを空転させる === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === Use tyre pressures wisely === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === Fast launching the XRR and FXR === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == Obeying Flags == ''by Gunn'' === Live For Speed でのフラッグ === レース中に、画面に表示される警告フラッグを見ることがあるでしょう。これらが何を意味するかを知ることはとても重要です。 The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === イエローフラッグが画面上に表示された場合、これはあなたの前方でスピン、もしくはクラッシュした車がいることを意味します。 事故車両を避けるためにスローダウンをする準備をする必要があります。 Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * イエローフラッグをみたら、トラブルに対処する準備、またはスピードを緩める準備をしましょう。You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === ブルーフラッグは、あなたの後にあなたより順位の高い車両がいることを意味します。 状況によって、あなたがするべきことは変わってきます。 Live for Speed でブルーフラッグを振られるであろう、以下の2つの状況を考察してみましょう。 * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic driving guides]] [[hu:Alap vezetési útmutató]] 57b5a6a7fde3d3edb9d5f9571a6a7117caeb2cee 2455 2454 2017-05-07T16:59:30Z Skylinekakkoii 57 /* オンラインレースのエチケット */ wikitext text/x-wiki == シンプルドライビング Tips == * コーナーの進入では、タイミングよくブレーキを使いましょう。実際には、ブレーキを遅くハードにかけるよりも、安全なスピードでコーナーに進入する方が速いです。(これは、コース外にはみ出してしまったり、レーシングラインを外してワイドなラインを取ってしまうことがあるためです。) * ハードブレーキングはタイヤにフラットスポットを作ってしまう原因となります。フラットスポットはタイヤのグリップを著しく低下させ、またパンクの原因となることがあります。また、草や土の上の走行を避けましょう。これらもタイヤのグリップを低下させます。 * 後輪駆動の車で走行しているときは、スロットルをやさしく操作しましょう。スロットルを早いタイミングで開けすぎると、コーナーの出口でスピンする原因となります。 * '''レースの1コーナーでは、周囲にとても気を付けて走行してください。特に、後方からスタートした場合はより注意を払ってください。''' 前方に車がたくさんいるため、おそらく、通常よりも早いタイミングでブレーキングを開始する必要があるでしょう。最初のコーナーはレースで最も危険な場所です。注意を払い、あなたや他のプレイヤーのレースを台無しにしないようにしましょう。もちろん、これは他のハードブレーキングが必要な全てのコーナーにも当てはまります。前方に車がいる場合は通常よりも少し早めにブレーキングを開始するよう、覚えておきましょう。 * 練習は完璧を可能にします。レースに勝つドライバーは、練習を通じてコースと車を学ぶことに時間をかけ、努力しています。 == オンラインレースのエチケット == * スパムメッセージを送らない: メッセージを何回も何回も繰り返す必要はありません。でないと他のプレイヤーはあなたにうんざりするでしょう。これは失礼であり、無駄なことです。あなたが怒っていたり、怒るのに正当な理由があったとしても、スパムメッセージは送らないで下さい! * If you get BLUE FLAG displayed on the screen, it means a player who is one or more laps ahead of you is attempting to pass. You must let this player past you without competing with him or unduly hindering his progress. It is debatable whether or not to leave the racing line, that is your choice. The most important thing is to '''be predictable'''. Don't make any sudden maneuvers, don't suddenly dive out of the racing line when the faster car is right behind you and already committed to pass, don't suddenly dive out of your line on the straight and jam on the brakes. If you're going to leave the racing line, do so smoothly, and so that the car behind can see what you're doing. Otherwise, if you're going to stick to the racing line, make sure the racer behind can see that you're keeping your line. Bottom line is, the driver behind is still passing, so it's his prerogative to pass cleanly, but it is the other driver's responsibility not to compete with the lapping driver, and not to intentionally prevent a pass. === あなたがクラッシュしたことを理由にリスタートに投票しない === あなたがミスを犯したうちの一人であるのであれば、リスタートには投票しないでください。 例えば、あなたが1コーナーでブレーキングポイントを外してしまい、あなただけがコースを外れ、他のプレイヤーは通常通り走行を続けているとしましょう。その時に、あなたがミスを犯したことを理由に、そのレースをなかったことにしてリスタートを行うことは、公平でしょうか? ミスから学び、そして追いつくように走りましょう。もし、たくさんのプレイヤーがミスを犯し、事故が起きてしまったときなどは、リスタートに投票しましょう。 === Use the pit lane entrances/exits === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 正しくピットを出なかったプレイヤーに対して文句を言わない === This is an extra bit to the rule above. During a race it is the "on-track" car's responsibility to avoid the cars that are properly exiting the pits (i.e. staying inside the pit exit line). Do not drive into the pit exit area if you think a car is going to be exiting the pits in front of you. In fact, it's a good idea to never do it, and please don't tell others to wait to exit the pits until you've passed. That's what the exit lane is there for. '''例:''' At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ファイナルラップを走行中のドライバーがいるときにリスタートに投票しない === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Edit by Keling: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンなオーバーテイク戦術 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインを保つ === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくりクルージングする === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットインする === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === その場で待機する === あなたがコース上でクラッシュしてしまい、他の車がそれを避けようとしている場合は、ブレーキを離さないようにして下さい。全員が通過し、あなたの動く先に誰も来ないことが確認出来るまで、ブレーキはそのままにしてください。動くシケインを避けるのは、止まっているものを通過するよりも難しいです。Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に確認する === 実際の車でもそうするように、レーンを変更する際には、'''必ずミラーを確認し、またあなたの横に車がいないかを確認してください。''' You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 紳士に振舞う === 相手に空間を譲り、全ての行動をスムーズに行いましょう。At 290+km/h you travel a long way in a second. Cars don't respond to evasive action that well. So be nice to the other drivers. Don't block them if it's not absolutely necessary. They pass you, you'll draft by them the next straight on the track. Being agressive will only take you to the infield care-center. == レース車両のコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルはやさしく === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキング時に車輪をロックさせない === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === No off road expeditions when racing === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整する === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === Choose your tires wisely === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚える === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンには気を付ける === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === The first bend === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === スリップストリームはストレートで === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤをオーバーヒートさせないように === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップ後にタイヤを空転させる === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === Use tyre pressures wisely === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === Fast launching the XRR and FXR === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == Obeying Flags == ''by Gunn'' === Live For Speed でのフラッグ === レース中に、画面に表示される警告フラッグを見ることがあるでしょう。これらが何を意味するかを知ることはとても重要です。 The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === イエローフラッグが画面上に表示された場合、これはあなたの前方でスピン、もしくはクラッシュした車がいることを意味します。 事故車両を避けるためにスローダウンをする準備をする必要があります。 Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * イエローフラッグをみたら、トラブルに対処する準備、またはスピードを緩める準備をしましょう。You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === ブルーフラッグは、あなたの後にあなたより順位の高い車両がいることを意味します。 状況によって、あなたがするべきことは変わってきます。 Live for Speed でブルーフラッグを振られるであろう、以下の2つの状況を考察してみましょう。 * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic driving guides]] [[hu:Alap vezetési útmutató]] 4232f67cc815536802327004c8d771110d83a822 2471 2455 2017-06-12T10:36:53Z Skylinekakkoii 57 /* オンラインレースのエチケット */ wikitext text/x-wiki == シンプルドライビング Tips == * コーナーの進入では、タイミングよくブレーキを使いましょう。実際には、ブレーキを遅くハードにかけるよりも、安全なスピードでコーナーに進入する方が速いです。(これは、コース外にはみ出してしまったり、レーシングラインを外してワイドなラインを取ってしまうことがあるためです。) * ハードブレーキングはタイヤにフラットスポットを作ってしまう原因となります。フラットスポットはタイヤのグリップを著しく低下させ、またパンクの原因となることがあります。また、草や土の上の走行を避けましょう。これらもタイヤのグリップを低下させます。 * 後輪駆動の車で走行しているときは、スロットルをやさしく操作しましょう。スロットルを早いタイミングで開けすぎると、コーナーの出口でスピンする原因となります。 * '''レースの1コーナーでは、周囲にとても気を付けて走行してください。特に、後方からスタートした場合はより注意を払ってください。''' 前方に車がたくさんいるため、おそらく、通常よりも早いタイミングでブレーキングを開始する必要があるでしょう。最初のコーナーはレースで最も危険な場所です。注意を払い、あなたや他のプレイヤーのレースを台無しにしないようにしましょう。もちろん、これは他のハードブレーキングが必要な全てのコーナーにも当てはまります。前方に車がいる場合は通常よりも少し早めにブレーキングを開始するよう、覚えておきましょう。 * 練習は完璧を可能にします。レースに勝つドライバーは、練習を通じてコースと車を学ぶことに時間をかけ、努力しています。 == オンラインレースのエチケット == * スパムメッセージを送らない: メッセージを何回も何回も繰り返す必要はありません。でないと他のプレイヤーはあなたにうんざりするでしょう。これは失礼であり、無駄なことです。あなたが怒っていたり、怒るのに正当な理由があったとしても、スパムメッセージは送らないで下さい! * ブルーフラッグが画面上に表示されていることは、一周以上先を走行中の車があなたを追い抜こうとしていることを意味します。You must let this player past you without competing with him or unduly hindering his progress. It is debatable whether or not to leave the racing line, that is your choice. The most important thing is to '''be predictable'''. Don't make any sudden maneuvers, don't suddenly dive out of the racing line when the faster car is right behind you and already committed to pass, don't suddenly dive out of your line on the straight and jam on the brakes. If you're going to leave the racing line, do so smoothly, and so that the car behind can see what you're doing. Otherwise, if you're going to stick to the racing line, make sure the racer behind can see that you're keeping your line. Bottom line is, the driver behind is still passing, so it's his prerogative to pass cleanly, but it is the other driver's responsibility not to compete with the lapping driver, and not to intentionally prevent a pass. === あなたがクラッシュしたことを理由にリスタートに投票しない === あなたがミスを犯したうちの一人であるのであれば、リスタートには投票しないでください。 例えば、あなたが1コーナーでブレーキングポイントを外してしまい、あなただけがコースを外れ、他のプレイヤーは通常通り走行を続けているとしましょう。その時に、あなたがミスを犯したことを理由に、そのレースをなかったことにしてリスタートを行うことは、公平でしょうか? ミスから学び、そして追いつくように走りましょう。もし、たくさんのプレイヤーがミスを犯し、事故が起きてしまったときなどは、リスタートに投票してみましょう。 === Use the pit lane entrances/exits === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 正しくピットを出なかったプレイヤーに対して文句を言わない === 前項のルールは確かに存在しますが、レース中、正しくピットを出ようとしている車を避ける責任は、"コース上の車" にあります (例: ピット出口レーンの内側にとどまるなど)。ピットから車が出てくると考えられる状況では、ピット出口エリアは走行しないで下さい。もっと言えば、ピット出口エリアは絶対に走行しないようにすると良いでしょう。「通過するまでピットを出ないで」などと、他のプレイヤーに言わないようにして下さい。ピット出口レーンはそのためにあります。 '''例:''' At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ファイナルラップを走行中のドライバーがいるときにリスタートに投票しない === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Keling による編集: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンなオーバーテイク戦術 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインを保つ === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくりクルージングする === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットインする === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === その場で待機する === あなたがコース上でクラッシュしてしまい、他の車がそれを避けようとしている場合は、ブレーキを離さないようにして下さい。全員が通過し、あなたの動く先に誰も来ないことが確認出来るまで、ブレーキはそのままにしてください。動くシケインを避けるのは、止まっているものを通過するよりも難しいです。Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に確認する === 実際の車でもそうするように、レーンを変更する際には、'''必ずミラーを確認し、またあなたの横に車がいないかを確認してください。''' You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 紳士に振舞う === 相手にスペースを譲り、全ての行動をスムーズに行いましょう。高速走行中の車は1秒間にとても長い距離を通過します。このような状況では、回避行動に対して車は素早く反応してくれません。従って、他のドライバーに対してやさしい運転をしましょう。絶対に必要な状況でない限り、ブロックは行わないで下さい。仮に抜かれたとしても、次のストレートでスリップストリームを使えば抜き返すことができます。アグレッシブすぎる運転は、あなたを病院送りにするだけです。 <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic Driving Guide]] [[hu:Alap vezetési útmutató]] == レース車両のコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルはやさしく === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキング時に車輪をロックさせない === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === No off road expeditions when racing === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整する === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === Choose your tires wisely === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚える === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンには気を付ける === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === The first bend === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === スリップストリームはストレートで === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤをオーバーヒートさせないように === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップ後にタイヤを空転させる === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === Use tyre pressures wisely === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === Fast launching the XRR and FXR === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == Obeying Flags == ''by Gunn'' === Live For Speed でのフラッグ === レース中に、画面に表示される警告フラッグを見ることがあるでしょう。これらが何を意味するかを知ることはとても重要です。 The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === イエローフラッグが画面上に表示された場合、これはあなたの前方でスピン、もしくはクラッシュした車がいることを意味します。 事故車両を避けるためにスローダウンをする準備をする必要があります。 Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * イエローフラッグをみたら、トラブルに対処する準備、またはスピードを緩める準備をしましょう。You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === ブルーフラッグは、あなたの後にあなたより順位の高い車両がいることを意味します。 状況によって、あなたがするべきことは変わってきます。 Live for Speed でブルーフラッグを振られるであろう、以下の2つの状況を考察してみましょう。 * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic driving guides]] [[hu:Alap vezetési útmutató]] d3caed947de9b00309968fb5f79c82e911f3d578 2493 2471 2017-12-13T11:48:16Z Skylinekakkoii 57 /* オンラインレースのエチケット */ wikitext text/x-wiki == シンプルドライビング Tips == * コーナーの進入では、タイミングよくブレーキを使いましょう。実際には、ブレーキを遅くハードにかけるよりも、安全なスピードでコーナーに進入する方が速いです。(これは、コース外にはみ出してしまったり、レーシングラインを外してワイドなラインを取ってしまうことがあるためです。) * ハードブレーキングはタイヤにフラットスポットを作ってしまう原因となります。フラットスポットはタイヤのグリップを著しく低下させ、またパンクの原因となることがあります。また、草や土の上の走行を避けましょう。これらもタイヤのグリップを低下させます。 * 後輪駆動の車で走行しているときは、スロットルをやさしく操作しましょう。スロットルを早いタイミングで開けすぎると、コーナーの出口でスピンする原因となります。 * '''レースの1コーナーでは、周囲にとても気を付けて走行してください。特に、後方からスタートした場合はより注意を払ってください。''' 前方に車がたくさんいるため、おそらく、通常よりも早いタイミングでブレーキングを開始する必要があるでしょう。最初のコーナーはレースで最も危険な場所です。注意を払い、あなたや他のプレイヤーのレースを台無しにしないようにしましょう。もちろん、これは他のハードブレーキングが必要な全てのコーナーにも当てはまります。前方に車がいる場合は通常よりも少し早めにブレーキングを開始するよう、覚えておきましょう。 * 練習は完璧を可能にします。レースに勝つドライバーは、練習を通じてコースと車を学ぶことに時間をかけ、努力しています。 == オンラインレースのエチケット == * スパムメッセージを送らない: メッセージを何回も何回も繰り返す必要はありません。でないと他のプレイヤーはあなたにうんざりするでしょう。これは失礼であり、無駄なことです。あなたが怒っていたり、怒るのに正当な理由があったとしても、スパムメッセージは送らないで下さい! * 画面上に表示されているブルーフラッグは、一周以上先を走行中の車があなたを追い抜こうとしていることを意味します。この場合、あなたはこのプレイヤーと競わず、邪魔をしないように道を譲らなくてはなりません。レーシングラインを外れるかどうかは、状況によって議論が分かれるところであり、あなたの選択に委ねられています。ブルーフラッグを振られた場合に最も重要なことは、'''予測可能に動くこと'''です。唐突な操作は絶対に行わないでください。速い車が真後ろに来ており、抜こうとしているときに、レーシングラインから突然離れてもいけません。ストレートでいきなりラインを変更して、ブレーキングで後続の車を詰まらせたりしないでください。レーシングラインを外れる時は、スムーズに外れるようにし、何をしようとしているのかを後ろの車がわかるようにしてください。反対に、レーシングラインを外れずにキープする場合は、そのことを後続車が予測できるようにしましょう。まとめると、後続のドライバーが、オーバーテイクしようとしているときには、明らかに後続車に特権があり、反対にスムーズにオーバーテイクされることを目的として、意図的に追い越しを防止するのはあなたの権利であり、責任となります。 === 自分がクラッシュしたことを理由にリスタートに投票しない === あなたがミスを犯したうちの一人であるのであれば、リスタートには投票しないでください。 例えば、あなたが1コーナーでブレーキングポイントを外してしまい、あなただけがコースを外れ、他のプレイヤーは通常通り走行を続けているとしましょう。その時に、自分がミスを犯したことを理由に、他の人も参加しているそのレースをなかったことにして、リスタートを行うことは公平でしょうか? ミスから学び、そして追いつくように走りましょう。もし、たくさんのプレイヤーがミスを犯し、大きな事故が起きてしまったときなどは、リスタートに投票してみましょう。 === Use the pit lane entrances/exits === Pit lane entrances and exits are there for a reason. They are there to improve the safety of not only those who are pitting but also all those drivers that are not. Crossing the white/yellow line when exiting the pitlane is a clear violation of racing rules and is dangerous. An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 正しくピットを出なかったプレイヤーに対して文句を言わない === 前項のルールは確かに存在しますが、レース中、正しくピットを出ようとしている車を避ける責任は、"コース上の車" にあります (例: ピット出口レーンの内側にとどまるなど)。ピットから車が出てくると考えられる状況では、ピット出口エリアは走行しないで下さい。もっと言えば、ピット出口エリアは絶対に走行しないようにすると良いでしょう。「通過するまでピットを出ないで」などと、他のプレイヤーに言わないようにして下さい。ピット出口レーンはそのためにあります。 '''例:''' At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ファイナルラップを走行中のドライバーがいるときにリスタートに投票しない === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Keling による編集: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンなオーバーテイク戦術 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインを保つ === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくりクルージングする === If your car is damaged, and is really slow, or just coasting back to the pits, stay in the lowest possible position. Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットインする === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === その場で待機する === あなたがコース上でクラッシュしてしまい、他の車がそれを避けようとしている場合は、ブレーキを離さないようにして下さい。全員が通過し、あなたの動く先に誰も来ないことが確認出来るまで、ブレーキはそのままにしてください。動くシケインを避けるのは、止まっているものを通過するよりも難しいです。Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に確認する === 実際の車でもそうするように、レーンを変更する際には、'''必ずミラーを確認し、またあなたの横に車がいないかを確認してください。''' You're doing 290+ km/h and centimetres from other cars... 90% of the time you can't see the cars you're racing. Make sure you know where they are before you change your line. === 紳士に振舞う === 相手にスペースを譲り、全ての行動をスムーズに行いましょう。高速走行中の車は1秒間にとても長い距離を通過します。このような状況では、回避行動に対して車は素早く反応してくれません。従って、他のドライバーに対してやさしい運転をしましょう。絶対に必要な状況でない限り、ブロックは行わないで下さい。仮に抜かれたとしても、次のストレートでスリップストリームを使えば抜き返すことができます。アグレッシブすぎる運転は、あなたを病院送りにするだけです。 <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic Driving Guide]] [[hu:Alap vezetési útmutató]] == レース車両のコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルはやさしく === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキング時に車輪をロックさせない === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === No off road expeditions when racing === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整する === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === Choose your tires wisely === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚える === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンには気を付ける === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === The first bend === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === スリップストリームはストレートで === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤをオーバーヒートさせないように === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップ後にタイヤを空転させる === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === Use tyre pressures wisely === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === Fast launching the XRR and FXR === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == Obeying Flags == ''by Gunn'' === Live For Speed でのフラッグ === レース中に、画面に表示される警告フラッグを見ることがあるでしょう。これらが何を意味するかを知ることはとても重要です。 The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === イエローフラッグが画面上に表示された場合、これはあなたの前方でスピン、もしくはクラッシュした車がいることを意味します。 事故車両を避けるためにスローダウンをする準備をする必要があります。 Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * イエローフラッグをみたら、トラブルに対処する準備、またはスピードを緩める準備をしましょう。You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === ブルーフラッグは、あなたの後にあなたより順位の高い車両がいることを意味します。 状況によって、あなたがするべきことは変わってきます。 Live for Speed でブルーフラッグを振られるであろう、以下の2つの状況を考察してみましょう。 * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic driving guides]] [[hu:Alap vezetési útmutató]] 4008d0da676a74e394c4c7b572e2e45890af0c5c 2494 2493 2017-12-13T12:06:01Z Skylinekakkoii 57 /* オンラインレースのエチケット */ wikitext text/x-wiki == シンプルドライビング Tips == * コーナーの進入では、タイミングよくブレーキを使いましょう。実際には、ブレーキを遅くハードにかけるよりも、安全なスピードでコーナーに進入する方が速いです。(これは、コース外にはみ出してしまったり、レーシングラインを外してワイドなラインを取ってしまうことがあるためです。) * ハードブレーキングはタイヤにフラットスポットを作ってしまう原因となります。フラットスポットはタイヤのグリップを著しく低下させ、またパンクの原因となることがあります。また、草や土の上の走行を避けましょう。これらもタイヤのグリップを低下させます。 * 後輪駆動の車で走行しているときは、スロットルをやさしく操作しましょう。スロットルを早いタイミングで開けすぎると、コーナーの出口でスピンする原因となります。 * '''レースの1コーナーでは、周囲にとても気を付けて走行してください。特に、後方からスタートした場合はより注意を払ってください。''' 前方に車がたくさんいるため、おそらく、通常よりも早いタイミングでブレーキングを開始する必要があるでしょう。最初のコーナーはレースで最も危険な場所です。注意を払い、あなたや他のプレイヤーのレースを台無しにしないようにしましょう。もちろん、これは他のハードブレーキングが必要な全てのコーナーにも当てはまります。前方に車がいる場合は通常よりも少し早めにブレーキングを開始するよう、覚えておきましょう。 * 練習は完璧を可能にします。レースに勝つドライバーは、練習を通じてコースと車を学ぶことに時間をかけ、努力しています。 == オンラインレースのエチケット == === スパムメッセージを送らない === メッセージを何回も何回も繰り返す必要はありません。でないと他のプレイヤーはあなたにうんざりするでしょう。これは失礼であり、無駄なことです。あなたが怒っていたり、怒るのに正当な理由があったとしても、スパムメッセージは送らないで下さい! === ブルーフラッグに従う === 画面上に表示されているブルーフラッグは、一周以上先を走行中の車があなたを追い抜こうとしていることを意味します。この場合、あなたはこのプレイヤーと競わず、邪魔をしないように道を譲らなくてはなりません。レーシングラインを外れるかどうかは、状況によって議論が分かれるところであり、あなたの選択に委ねられています。ブルーフラッグを振られた場合に最も重要なことは、'''予測可能に動くこと'''です。唐突な操作は絶対に行わないでください。速い車が真後ろに来ており、抜こうとしているときに、レーシングラインから突然離れてもいけません。ストレートでいきなりラインを変更して、ブレーキングで後続の車を詰まらせたりしないでください。レーシングラインを外れる時は、スムーズに外れるようにし、何をしようとしているのかを後ろの車がわかるようにしてください。反対に、レーシングラインを外れずにキープする場合は、そのことを後続車が予測できるようにしましょう。まとめると、後続のドライバーが、オーバーテイクしようとしているときには、明らかに後続車に特権があり、反対にスムーズにオーバーテイクされることを目的として、意図的に追い越しを防止するのはあなたの権利であり、責任となります。 === 自分がクラッシュしたことを理由にリスタートに投票しない === あなたがミスを犯したうちの一人であるのであれば、リスタートには投票しないでください。 例えば、あなたが1コーナーでブレーキングポイントを外してしまい、あなただけがコースを外れ、他のプレイヤーは通常通り走行を続けているとしましょう。その時に、自分がミスを犯したことを理由に、他の人も参加しているそのレースをなかったことにして、リスタートを行うことは公平でしょうか? ミスから学び、そして追いつくように走りましょう。もし、たくさんのプレイヤーがミスを犯し、大きな事故が起きてしまったときなどは、リスタートに投票してみましょう。 === ピットロードを使う === ピットレーンの入口/出口にあるピットロードは、意味があるから存在しています。これらは、ピットに入ろうとしているドライバーや、そうでない人たちの双方の安全性を高めるために設置されています。ピットレーンを出る時に、白または黄色の線をまたぐことは、レーシングルールに対する明確な違反であり、とても危険です。 An example: The Kyoto Oval has a pit lane exit that goes inside the banked corner to the second straight before the white/yellow line stops. This means that any cars leaving the pit lane will re-enter the racing track at close to full speed before Turn 2. Those people who simply don't care about rules often re-enter the racing track at slow speeds in Turn 1... the results are obvious. Please take notice of the pit lane entrances and exits when you explore a track to improve the safety for yourself and other racers. === 正しくピットを出なかったプレイヤーに対して文句を言わない === 前項のルールは確かに存在しますが、レース中、正しくピットを出ようとしている車を避ける責任は、"コース上の車" にあります (例: ピット出口レーンの内側にとどまるなど)。ピットから車が出てくると考えられる状況では、ピット出口エリアは走行しないで下さい。もっと言えば、ピット出口エリアは絶対に走行しないようにすると良いでしょう。「通過するまでピットを出ないで」などと、他のプレイヤーに言わないようにして下さい。ピット出口レーンはそのためにあります。 '''例:''' At the Westhill International circuit where the pit lane exit takes up the left-hand 25% of the straight. === ファイナルラップを走行中のドライバーがいるときにリスタートに投票しない === This is more of a courtesy act than a rule. E.g. If two (or more) drivers are busy battling away on the track and are almost finished and then 10 people that just joined the server decide they want to race right now, the drivers racing may get an unfair restart just before finishing. Show a little respect and wait to start a vote until you see the racing drivers finish their races. Keling による編集: Be careful if you and some fast friend have just finished the race. There may be some other players relatively slow who are still struggling 0.5 lap from the finish line. Don't shift+R immediately after seeing YOUR results on the list. The event doesn't end because the first 5 have finished. Wait for everyone. === クリーンなオーバーテイク戦術 === Driving a faster car or exiting the corners at a greater velocity does not mean that you have right to ram or force others to step aside if they are in front of you. If you are in a faster car, overtaking safely will not be too much trouble, but it does not cost too much to wait a bit for a clean safe space, so don't squeeze to that 1/2 car space inside of every turn while braking. If your car is more powerful than the other, wait until after the exit of the corner. Usually you can take a different line which gives you a slower exit speed but lets you safely overtake the slower vehicle without bumping his/her rear (or front) out of the corner. Remember, if the other person is in a UF 1000 and you are in something like an FZ50, you can easily wait until after the turn and blast past down the straight. If your car is better in the turns, go in around 0.5 seconds behind the slower car, and when the slower car turns into the apex accelerate and pass from the outside. Remember that this works only with medium to high speed corners, and you should be way faster on the corner to be completely ahead of slower car by the corner exit so this would be safe. If you are not fast enough, the opponent will pass you on the corner exit. This is known as double passing. That or you will enjoy a spectacular crash. Overtaking on the inside is also possible but for this you need to know that the slower driver actually knows racing code and is obeying it, and it is quite hard to see certain spots and therefore easy to get into an accident by misjudgement. If the opponent shows no signs of taking the outside, don't try it. === ラインを保つ === When you're being lapped by a faster car, hold your line. The people coming up on you have seen you, there's no need to try to get out of the way. The turns are all full throttle, and there's plenty room to go around you. If you decide to give us room the moment you see us in the mirror and move to a different line, we've probably already decided to pass you on that same line, and we all end up in the wall. === ゆっくりクルージングする === あなたの車がダメージを受け、とてもゆっくりと走行している場合や、惰性でピットに戻ろうとしている際には、可能な限り安全な場所を走行するようにしてください。Staying on the inside has the advantage of staying out of the groove for the longest period of time. When you finally make it to the pit lane you don't have to cross the track either since you're already there. === 安全にピットインする === When pitting get on the pit entry lane well before turn 3. And slow down so you can safely make the turn on the apron. When exiting, of course do so after turn 1. Also, until you're well on speed (shifting to high gear), stay OFF the groove and run as low as you can. === その場で待機する === あなたがコース上でクラッシュしてしまい、他の車がそれを避けようとしている場合は、ブレーキを離さないようにして下さい。全員が通過し、あなたの動く先に誰も来ないことが確認出来るまで、ブレーキはそのままにしてください。動くシケインを避けるのは、止まっているものを通過するよりも難しいです。Either go to the pits immediately, spectate, or do the above and try to limit the disruption to the race. === 動く前に確認する === 実際の車でもそうするように、レーンを変更する際には、'''必ずミラーを確認し、またあなたの横に車がいないかを確認してください。''' あなたはとても速い車がレースしているところに参加しようとしているのです。レース中の車が死角に入り、見えなくなってしまうことはしばしばあります。ラインを変更する前には、周囲の車の位置をしっかりと把握しましょう。 === 紳士に振舞う === 相手にスペースを譲り、全ての行動をスムーズに行いましょう。高速走行中の車は1秒間にとても長い距離を通過します。このような状況では、回避行動に対して車は素早く反応してくれません。従って、他のドライバーに対してやさしい運転をしましょう。絶対に必要な状況でない限り、ブロックは行わないで下さい。仮に抜かれたとしても、次のストレートでスリップストリームを使えば抜き返すことができます。アグレッシブすぎる運転は、あなたを病院送りにするだけです。 <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic Driving Guide]] [[hu:Alap vezetési útmutató]] == レース車両のコントロール == '' by Impreza WRX'' Are you having difficulty driving your racing cars? Here are many tips to get you in the groove. === アクセルはやさしく === This may seem obvious, but many people forget it. This is especially important in the Formula XR, and V8. Slicks have a lot of grip, but lose a lot when skidding. If you break traction while accelerating, the cars WILL snap oversteer. While it is good to do a small burnout to preheat the drive wheels for more control, it is not a good thing when you spin wheels too much, don't get the hole-shot, and try to make up by cutting turn one; or worse, spin out at the start line and cause a crash. === ブレーキング時に車輪をロックさせない === This is obvious, but once again people forget this one. As stated above, slicks lose lots of grip when sliding, and have very thin tread. If you lock the wheels, you will create flat spots. It only takes three laps on a short track to have a blowout from the tread wearing faster on that one spot. Save your self the heartache and learn to smoothly control the brakes. If your brakes lock, let off the brakes, then put them on again, but with a little less pressure. Known as cadence braking, it is a good skill to learn in real life as well, if your car lacks ABS. === No off road expeditions when racing === Another obvious one, but oftentimes forgotten. Slicks lose a lot of grip when they get dirty. Since the tread is not self cleaning, it takes some time and a couple fast corners at the limit to get the rubber cleaned off. Unless you are avoiding a huge pileup that spans the entire tarmac, don't even clip the grass with two wheels! You will also have a great chance of spinning out or plowing straight into trouble by even clipping the off road on slicks. If you want to cut corners, learn to use the kerbs! DeadWolfBones adds: ''If you go off-road get off the gas immediately and don't jerk the wheel'' Think of driving off-road as driving on ice (In some cars that is, especially S-S) be gentle on the wheel and throttle to smoothly get yourself off the sand but do be warned your tires will get dirty. This will help quite a bit in not losing control and you should be able to coast/drive at very low throttle back onto the track. ''If you've been off-road take it easier than normal for a few corners'' As Impreza mentioned, tires get dirty and it takes a few corners to clean them off. So, to avoid spinning all over again, brake early, drop down an extra gear, and generally take it easy till you're sure the tires are clean. There's a dirt bar in the bottom middle of each tire on the F9 screen to tell you how dirty they are. Don't add insult to injury! '' Don't block the much faster car passing you'' Most people block the incoming car as a strategy inherited from Gran Turismo, where getting bumped by the AI train gives you a boost to speed. In online (and real life) racing, if a car is coming in hot and you block their path, it's considered rude and dangerous. If they can't slow down enough, they will smash your back and most likely cause an accident or one or both of you will go blasting off like Team Rocket because of lag. When it says Blue Flag check your rear view mirror. If they are very close hold your course, as they will pass you out of the racing line. If they are a good ways behind, leave the racing line so they can shoot by easier. This applies to drivers being lapped and drivers who are considerably slower (about 10 MPH or more) than the incoming car. However, if you and another driver are neck to neck, you do have every right to battle each other (without crashing of course) for lead position. === Smooth, dynamic driving rewards faster lap times === Not too many people realize that racing involves keeping a good rhythm. When accelerating, braking, and turning, the car's weight gets shifted around. Depending on the suspension, it may shift quickly or slowly. If you jerk the car around, like turning left then slamming right, the weight is not loading the correct tires, and they break traction when the weight shifts violently from turning. When you put more weight over a tire, it has greater grip than with less weight. There is a point where the tire is overloaded with weight and will lose traction again. So, when you do the above maneuver, called the "Scandinavian Flick", the weight is initially over the right wheels, and snapping right causes the left wheels to suddenly max out on grip with the little weight over them, causing them to break traction, and as the weight shifts over them, they continue to stay in skid, as the right wheels suddenly lose the weight over them, losing traction and also skidding. This also means that when braking, you should smoothly apply the brake pedal, so the front wheels can load up and provide maximum stopping force, otherwise they lock and you go straight into the unknown! When turning, you should smoothly dial in steering so the outside tires have a chance to load. How fast you turn in, brake, and accelerate depends on the car and the suspension setup. You may be amazed at how fast you can blow through turns by driving smoothly and rhythmically. === ダウンフォースを調整する === Race cars have wings. These wings provide traction at high speeds and keep the car from becoming airborne. The more downforce you put, the more grip the car will have at speed but the lower the top speed and top end acceleration will be due to drag. Therefore, on a high speed course like the oval the downforce should be lower, but on a slower, tight corner course the downforce should be higher, and on the drag strip downforce should be minimal. Really, though, you need to adjust downforce to suit your driving. Start with one downforce setting, and raise (or lower) the downforce until your lap times are at their lowest on average. Also, the difference between front and rear downforce will play with your car's handling. If there is a lot of downforce on one end, the other end will actually lose grip at higher speeds. Too much front downforce will cause the car to become nervous and oversteer easily at high speed. Too much rear downforce will cause the car to understeer at speed, and actually lose grip on the turns. Edit by Keling: Always remember that wings hardly benefit a racer in a very big part of a straight line or at a low-speed corner, they only work at high-speed corners and in braking areas. So it's the corners that mainly defines your wing angle. If you are on a 99999-corners tarmac rally track, you never go fast and downforce adjustment is not a big thing. If you are on a super street speedway, enjoying full throttle for 0.7km and than 45kph into a corner, it's a FAST track where wings can only slow cars down (on the straight lines), time saved by better braking will not make up the time you lose in very long acceleration, and cornering speed can only change a litttttle, so you need low-downforce settings. However, we have another type of FAST track where you go through Gear 4/5/6 corners one after another. In this case, there are so many high-speed corners for your wings to work. It's still a fast track, but middle or even high downforce settings would be better. === Choose your tires wisely === You may have noticed several sets of slicks are available. For long, endurance races, choosing the Hard slicks (R4) will mean more laps before a tire change at the pit stop, but you will not be able to corner as hard. Using soft slicks (R2) means unparalleled traction but frequent pitting. These are useful for short races and hot-lapping. Sometimes, you can mix tire types to compensate with overheating sets of tires. For example, if you use R2 front and R3 rear on an FZ50 GTR, you can reduce the overheating of the rear tires. However, you will have less grip in the rear, so you need to re-tune the suspension to reduce the oversteer. /edit by scipy - This is stupid, you need to INCREASE oversteer when driving R2 fronts and R3 rears because once the fronts heat up (color wise) 2-3°C more than the rears they will just understeer to death. Please don't try to help people with wrong advice. === コースを覚える === Learn to drive the whole track, not just the fastest line. You never known when you will need to deviate from the ideal line, to pass a slower car, avoid an incident or recover from a driving mistake. === シフトダウンには気を付ける === The GTR cars are very sensitive to inappropriate downshifts - braking hard and not blipping the throttle enough to match the revs will cause the engine braking on the rear wheels and locking them up. This generally leads to the back end stepping out and snap oversteering and ruining your lap (assuming you even catch it in time and don't crash.) Downshifting once too many times will have the same effect. === The first bend === You will not be able to win a race on the first corner, only lose it! So don't try it, many a time I have witnessed drivers shooting down the inside of a full pack, trying to get to the corner first, locking all the wheels and taking out the front half of the pack. On any track, the first corner is generally better to be taken at slower speeds, ensuring all the cars make it round the corner, accidents may happen, this is racing, but be wary of your surroundings, other cars, and do not try and scream down the inside, braking far to late in the attempt to get that illusive number 1 spot, it will not work! As I said, you will not win the race on the first bend, only lose it! === スリップストリームはストレートで === Don't draft in turns. It takes away the air on your car, and either makes you spin, or pushes you into the wall. Try to run a bit lower or higher than the car you're following. However at tracks such as Kyoto Ring drafting is a very useful tool. Get behind a car and let it suck you right up to its rear and put on your brakes. Important! do not let off the gas, or you will loose you momentum and fall back. By staying behind another car in a draft you increase both speeds of each car allowing for you both to pass faster cars and hold them off. "The bigger the pack the faster you go" === タイヤをオーバーヒートさせないように === Slicks warm up and cool down a lot faster than normal tires. If you drift or drive just beyond the limit, the tires will overheat and lose traction. If the interior temperature goes too high, the tire could blow. The last thing you need is a flat tire in the middle of the sweepers. If the tires are getting too hot, slow down in the turns or use harder tires. === ピットストップ後にタイヤを空転させる === Near the completion of a pit-stop; when the refuelling thing comes up, floor the gas pedal, and floor it out of the pits (in GTR cars mainly) to get the tires up to a slight optimum temperature; this will insure you that you wont slip going out of turn 1. If you always wondered why people did that in NASCAR, IRL, and so forth; not only is it to get out of there fast, but mainly to heat up their tires a bit so they don't slide around... === Use tyre pressures wisely === Tyre pressures are important. They can mean the difference between cold tires and blown tires. It can mean shooting through the sweepers or lumbering through with great driftage. It can even mean blasting off the line or getting off the line. So here's what to do. Start with about 35 P.S.I., and drive around. Are your tires too cold? Are they cooling off too fast? Not enough grip? The insides are too hot? Start lowering the pressure, 2-10 P.S.I. at a time. Are the tires too hot? Is the car wandering too much? Raise the pressure, 1-4 P.S.I. at a time. Once you got it, the tires should not be overheating when you are driving correctly. Also, the car should feel quick through the turns, but not sluggish. Be fortunate that S2 does not yet simulate tires flexing too much in turns and pulling off the "bead", at least as far as I can tell... === Fast launching the XRR and FXR === You probably do a lot of bogging down at the start with the XR GTR and FXO GTR. However, it is possible to do even a four wheel burnout in the FXO GTR! How? Here's how. Three seconds before the start, floor the gas. Your rev limiter will protect your engine from damage, but more importantly, you will build up to 20 pounds of boost. With only 10 pounds of boost, you can blast off in the XR GTR. With 12, you can spin four wheels in the FXO GTR. With this ability at your side, you can finally take off as fast (XRR) or even faster (FXR) than the FZ50 GTR! With a well-tuned differential and a well-timed launch, a FXO GTR driver can always get the holeshot. Here's another trick. Try making the first gear higher (lower top speed). This way, the car can take off with less or no boost, and won't bog down. However, this also means having to shift into second gear sooner. Try both tricks, and use the fastest one for your driving style. Edit by Keling: If 6 gears is really a must, the first gear will be made low enough for the slowest corner, not fit for launching. Then, try to do clutch-kick (sometimes more than once) to keep the rpm high enough. Your FXR will not launch quickly, but it's still much better than falling to 1200rpm. == 1コーナーで生き残る == ''by Gunn'' Everybody loves a close race, nobody loves being wiped out in the first corner. To win a race you must at least finish the race and all can be lost in the first hot seconds if care is not taken. Let's take a brief look at some important considerations when a race starts and a swarm of cars goes thundering towards turn 1. * When the lights go green there is always going to be a mad dash for the first corner, all drivers want to make the best start they can. * Rarely will all cars launch from the line evenly, a car in front of you may be slow getting away. * Very few (and perhaps none) of the drivers will have a perfect line into the first few corners as all cars jostle for position and get settled. * Everybody's tyres are cold, grip levels are low. * Most drivers would now have opponents close by them but sitting in their blind spot, requiring a head turn to check their actual positions. * The greatest potential for lag in LFS is when a large field of cars is bunched up together. If there is ever a recipe for a multi-car pile up, Turn One (T1) of almost any race track is the mixing bowl and a bunch of racers hungry for victory are the ingredients. Let's take a look at and discuss ways to avoid T1 pile-ups and increase your chances of finishing the race in one piece so you can enjoy your victory cake. * When the lights go green, apply the throttle smoothly (don't stomp) and try to get away cleanly with as little wheelspin as possible. * This is a good time to quickly glance left and right to see where your nearest rivals are and see how well they have launched from the start. You now have a better idea of your relative positions and are less likely to end someone's race through a poorly-timed move. * It is best not to throw your car into T1 with wild abandon, if someone is beside you entering the turn you should leave them room to corner, you want to avoid car-to-car contact. Better for both of you to corner carefully than to cause a 6 car pile-up. * Be prepared to back off or brake, don't rely on luck to get you through. Be aware that other cars are prone to error in these first few turns and get ready to evade an accident ahead. * Cars in front may brake heavily, avoid contact. Shunting the current world champion out of the race in the first ten seconds is a rather embarassing way to end your (and his) event or championship. Public races should be treated the same way. It is a common error that we have all made or will make early in our training and, as you will find out, it is the worst way to be taken out of a race. No matter if it's the first or last corner of a race be very, very wary of rear-ending another car. == Obeying Flags == ''by Gunn'' === Live For Speed でのフラッグ === レース中に、画面に表示される警告フラッグを見ることがあるでしょう。これらが何を意味するかを知ることはとても重要です。 The flags in our LFS races are controlled by the software of course, in real life racing people make decisions about if, when, and how flags are to be displayed. The general meanings of these warnings (outlined below) should apply in most cases where you are faced with a flag in LFS racing. === イエローフラッグ === イエローフラッグが画面上に表示された場合、これはあなたの前方でスピン、もしくはクラッシュした車がいることを意味します。 事故車両を避けるためにスローダウンをする準備をする必要があります。 Up ahead the car that has spun may be just rejoining the track when you arrive on the scene. It would do nobody any good if you plowed into him because you had disregarded the yellow flag warning. * イエローフラッグをみたら、トラブルに対処する準備、またはスピードを緩める準備をしましょう。You can't win the race if your car has become a burning wreck so it is better to be cautious and survive the day. === ブルーフラッグ === ブルーフラッグは、あなたの後にあなたより順位の高い車両がいることを意味します。 状況によって、あなたがするべきことは変わってきます。 Live for Speed でブルーフラッグを振られるであろう、以下の2つの状況を考察してみましょう。 * '''If you are being lapped by a faster car:''' The car behind you is consistently faster than you and has managed to travel one more lap than you have. He is about to overtake you and the blue flag is displayed to warn you of his presence. In this case you are hindering his progress and must allow him to pass you as soon as it is safe to do so (you can't be expected to yield while negotiating a chicane or high speed corner) Hold your line don't fight the other car, do not make any sudden movements left or right, ease off slightly and let him pass. He is a lap ahead of you and you are not fighting him for position. You must not hold him up. * '''You are not being lapped by a faster car:''' The car behind you is in a higher position but is not consistently faster than you. Perhaps you had an earlier spin or have just made a pit stop or stopped to serve a penalty and that is why your rival has managed to creep up behind you as if he is about to lap you. As above, if you see a blue flag you must not hinder the progress of the car behind, if you are holding it up you should allow the other car to pass you as soon as possible. If you are not hindering its progress then get on with the job and leave it behind you. ''Note: There is some controversy in real racing about exact interpretation of blue flag rules. '''Generally it is accepted that you hold your line and make no sudden or defensive moves, allowing the faster car to overtake you.''' You will earn respect from all drivers for acting sensibly and fairly when faced with a blue or yellow flag.'' <!-- 他言語へのリンク --> [[de:Fahrtechnik]] [[en:Basic driving guides]] [[hu:Alap vezetési útmutató]] ee4cfd36c1a2572b761ec22ae166d444a736e0e8 レーシング ホイール 0 1446 2456 2290 2017-06-07T04:59:11Z Skylinekakkoii 57 一部和訳 wikitext text/x-wiki == ステアリングコントローラへの共通ガイド == 多くのシミュレーサーが抱える共通の疑問が、'''どのステアリングコントローラを入手すればいいか'''ということです。 ステアリングコントローラを購入するのは、LFSのフィーリングを向上させる最も簡単な方法であり、またどの車がより良い車で、レースやドリフトに向いているのかを理解する助けになります。 安いステアリングコントローラを買うこともできますが、これらは基本的にクオリティが低いです。予算に余裕があるのであれば、少々より良いコントローラを手に入れましょう。 また、中古のコントローラもたくさん出回っています。これらを買うことも良い方法でしょう (しかし、前のユーザーが激しく扱っていたりすると寿命が短くなる原因となる可能性がある点に注意してください)。とても安いものであれば、1000円程度(送料別)で選ぶこともできます。安いコントローラは、あなたが本格的にLFSを始めたいかどうかを決定するのに役に立ちます。 現在のほとんどのステアリングコントローラはペダルユニットと共に販売されています。これらは基本的にアクセルとブレーキの2ペダルで構成されています。クラッチペダルを持っているコントローラもありますが、価格が高い場合が多いです。 ステアリングコントローラの中には、FFB (フォースフィードバック) という機能を持っているものがあります。これは、路面のバンプなどを、振動やステアリングの回転などで再現するものです。例えば、タイヤがスライドしたときには、実車の車輪は最も抵抗が少ない経路をたどるように転がり、それがステアリングへと伝わってきます。FFB はこれと全く同じことを再現します。これは非常に貴重なフィードバックであり、タイヤの限界を感じ取ることができます。ただのギミックのように思えるかもしれませんが、これは非常に便利な機能です! LFSでは、ただ単に振動させるだけではなく、実車のようにリアルなFFBに対応しています。while vibration (aka "Rumble Effect") isn't because it would give very little extra immersion (ie after hitting a tree in real life your wheel doesn't shake!). 回転角はステアリングコントローラを選ぶ上で比較対象となる最後のものです。これはロックトゥロック (左右に物理的に回転できる最大の角度) の角度によって表現されています。900°(2回転半) のものや、240°のもの、180°のものなど様々なものがあります。900°が最も自然な回転角です(ほとんどの標準的なロードカーでは720°以下であることが多いです)。回転角は多いほど良いとされることが多いですが、240°のものでも十分に使える上、WRホルダーの多くは、ステアリングを握る手をかえる必要がなく、素早くステアリングを回転させることができるため、180°のものを選んでいます。もちろん、540°や720°のものでも十分に競技に使えます。LFSのロードカーは、720°のロックトゥロックを採用していますが、これに合わせてステアリングを買い替える必要はありません。より多くの、あるいは少ない回転角を持つステアリングでも、Logitech ProfilerやLFS内で調整を行うことができます。(Logitech製のDFPやG25などであれば、90°から900°まで自由に選択することができます。) LFSは様々な回転角、フォースフィードバック、クラッチやHパターンシフターなどの様々な要素に対応しています。パッチYからは、クラッチの加熱やエンストなどが再現されるようになりました。 == 現在販売されているコントローラ == === Logitech Driving Force GT === [[Image:Driving Force GT.jpeg|right|thumb|Logitech Driving Force GT]] このコントローラは900°の回転角を持っています。グランツーリスモ5 プロローグ が同梱されているものを見つけることが多いコントローラです。同梱されているからといって、それだけにしか使えない訳ではありません。LFSを含んだ、他のゲームでも完璧に動作します。GTロゴはただのマーケティング戦略です。このコントローラはG25/G27よりも安い、Driving Force Proの後継機です。フォースフィードバックが向上し、ボタンがいくつか増えた以外はDFPとそれほど違いはありません。操作が疑わしいペダルはまだ健在です。PCでこのコントローラを使うには、Logitech Game Profilerをインストールする必要があります。まともで安いステアリングコントローラをお探しの方は、中古のDFPを選ぶと良いでしょう。Available new at about £70 (~$110) these are good value, but not was good value as a DFP. The RRP is £100 (~$156.41) and that is the price you would pay if you bought it from somewhere like Argos. [http://gaming.logicool.co.jp/ja-jp/product/driving-force-gt-gaming-wheel メーカーHP] {{-}} == 生産終了品 == === Logitech Driving Force === [[Image:Driving Force.jpg|right|thumb|Logitech Driving Force]] This wheel has vibration (for PS2) and force feedback (on the PC, once the Wingman drivers are installed). It has 180° of rotation lock to lock. It's out of production, and as such seems to command £35 (~$70) new, which seems very high (compared to Logitech's other offerings), and is really only worth getting around the £20 (~$40) mark. This wheel is compatible with some older PlayStation 2 games before the Driving Force Pro became available.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:Driving Force EX.jpg|right|thumb|Logitech Driving Force EX]] === Logitech Driving Force EX === This is a fairly good beginners wheel that works with PC and PS2. It has 180 degree steering, 16 fully programable buttons, plus a d-pad making this wheel suitable for other games aswell as LFS. You would be looking at £20-40 to buy one. Overall the Microsoft Sidewinder is a better wheel for PC.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11066 Manufacturer site] <br clear="all" /> [[Image:MOMO Force Red.gif|right|thumb|The red Logitech MOMO Force.]] === Logitech MOMO Force ("The Red MOMO") === Essentially similar to the Logitech MOMO Racing, the only real difference is that it is seemingly made from better materials. It is rare, and therefore can be quite expensive on sites like eBay, it came out before the MOMO racing and is now out of production. Although better than the MOMO, it's not as good as the DFP or G25. <br clear="all" /> [[Image:Momo.jpg|right|thumb|The black Logitech Momo Racing.]] === Logitech MOMO Racing === A very good wheel, 240° of rotation, 2 pedals and Force Feedback. Rev. B version versions that do not have the pedal problems that plague the Rev. A, although they can be fixed in a rather DIY manner. It currently sells for £50 new. It is sold on logitech.com for around $100, but they can be found on eBay and similar. This (and the DFP) are the best wheels for around £50 (~$100), however the general consensus is that the DFP is an all round better wheel.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=6030 Manufacturer site] <br clear="all" /> [[Image:DFP.jpg|right|thumb|The Logitech Driving Force Pro.]] === Logitech Driving Force Pro === This wheel has 900° of rotation. Like the Momo the Rev. A seems to have pedal problems, Rev B versions don’t have these issues though. Available new around £55 (~$110), while used should be cheaper. This and the MOMO are the best wheels for under £140 (~$280). This wheel has two pedals. Many used ones are on eBay after people have upgraded to the G25. This is a good wheel for a use with around £55 to spend. The only issue is that at 900° the motors will not physically let you turn the wheel quick enough to countersteer for things like drifting, however it will work at 240°. This wheel was not marketed as being compatible with the PC - it was sold as a wheel for the PlayStation 2, especially Gran Turismo 4, however, it works with PC - it just needs Logitech Profiler installed. It uses a standard USB connector and the GT4 branding was just a marketing ploy to bundle GT4 and this wheel. It will work in just as many games as the MOMO or other wheels will.<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2250,CONTENTID=11097 Manufacturer site] {{-}} === Logitech G25 === {|align="right" |[[Image:G25-Wheel.jpg|right|thumb|200px|The Logitech G25 Wheel.]] |} {|align="right" |[[Image:G25-Gearpad.jpg|right|thumb|150px|The wheel's six-speed shift stick.]] |} 900° of rotation. Better FFB (Force Feedback) than the Momo and turns more than twice as fast as the DFP (a bugbear of the DFP - this wheel can turn so fast that if your fingers were to get in the way of the paddles when it turns full throttle it WILL hurt). This wheel has 3 pedals (clutch, brake and throttle) and comes with a full H-pattern, six-speed shift stick with a reverse gear. The stick can also be adjusted to sequential shifting. Put simply this is the best wheel unless you want to spend an extreme amount of money. Retails at around £140 (~$277). This wheel really is the top-dog for your "average" sim racer with a sensible budget. However, being a new wheel it has some problems - like the shifter malfunctioning, however Logitech support will repair this under warranty for you. The shift stick also makes a distinctive clicking sound even when shifting through gears in the H-pattern system which doesn't usually appear on a real manual transmission - some people may experience these clicking sounds quite unrealistic. However, this can be removed by sticking a piece of foam plastic in the spring attached to the shifter rod which pushes a small metal ball against a plate with 3 groves inside the assembly. One other problem is that the paddles are a solid bar from side to side, with a little flex, unlike 2 separate parts as on wheels like the DFP and Momo, this means that if you upshift (or downshift) in a certain way the shock will go through the paddles and you'll drop two gears in the other direction. Luckily, this only seems to happen if you "flick" the paddles, and provided you keep your hands on the wheel it shouldn't happen. Another problem, though, is that when you're on the straights on this game with this wheel, you would feel that there's absolutely no force feedback occurring. However, the wheel is still extremely realistic!<br /> [http://www.logitech.com/index.cfm/products/details/FI/EN,CRID=2217,CONTENTID=11867 Manufacturer site] {{-}} === Logitech G27 === {|align="right" |[[Image:G27Wheel copy 300 dpi-lfsw.jpg|thumb|200px|Logitech G27]] |} {|align="right" |[[Image:G27Wheel BOBshifter 300 dpi.jpg|thumb|150px|G27の6速シフター]] |} Successor to G25. Also 900° of rotation like the G25. Better Force Feedback than the G25. This wheel also has 3 pedals (clutch, brake and throttle) and comes with a full H-pattern, six-speed shift stick with a reverse gear. One feature G27 lost, compared to G25, is the stick that could be adjusted to sequential shifting. If you want sequential shifting, with G27 you have to make do with the paddles behind the wheel. It lost some, but it gained some, more buttons on the wheel. Something the G25 was often criticized for, lack of buttons on the wheel.<br /> It IS possible to use the LEDs on the wheel with Live for Speed. You have to download a simple mod from [https://www.lfs.net/forum/thread/68510 LFS Forum].<br /> [http://www.logitech.com/index.cfm/gaming/wheels/devices/5184&cl=us,en Manufacturer site] {{-}} === Thrustmaster RGT Force Feedback with Clutch === Older and discontinued by Thrustmaster, but a fairly built, less expensive and great wheel. It has a great FFB effect and its pedals are quite good. The brake pedal is also harded to press down, like it should be in real-life. You should use the FFD_2009_v1 drivers instead of the new FFD_2016_v2 drivers, as the old one works perfect while the new one is completely messed up.<br /> [http://www.thrustmaster.com/en_US/products/rgt-force-feedback-pro-clutch-edition Manufacturer site] <br clear="all" /> === Microsoft Sidewinder Force Feedback wheel === [[Image:MS Sidewinder Red.jpg|right|thumb|The Microsoft SideWinder Force Feedback Wheel.]] Old and discontinued, but a good wheel, expect to pick one up from eBay for £10-£20, excluding postage (which, due to the size and weight of a wheel could easily be as much, if not more, than the wheel itself!). This wheel has 240° of rotation and FFB. A great first wheel if you are a casual LFS user, want a cheap wheel or are unsure of whether a wheel is for you or if you can get one of these quick and want to know if its worth waiting to get a DFP/G25 etc. It was made in USB or parallel gameport versions, gameport ones tend to be cheaper, but useless if you have no gameport, although you could pick up a sound card (which should come with a gameport) for £2 (~$4) (including postage) on eBay - if you plan on doing this method I recommend that you go for the Creative SoundBlaster Live! 5.1 as it features a gameport, is XP compatible, cheap (~£2 (~$4)) and has fairly decent sound quality. If you have the choice, pick the USB one as if you do come to sell it you should get a higher price for it.<br clear="all" /> == その他 == === インターネット注文のみ、組み立て必須の限定生産品 === {|align="right" |[[Image:Porsche 911 Turbo S Wheel-pwts front picture.jpg|right|thumb|The Fanatec Porsche 911 Turbo S Wheel.]] |} {|align="right" |[[Image:Porsche 911 Turbo S Wheel-pwts 012 1.jpg|right|thumb|150px|The wheel's shifter.]] |} ==== Fanatec Porsche 911 Turbo S ==== Fanatec's wheels are the only noteworthy competitors to G25/G27. Also 900° of rotation like the G25/G27. This wheel also has 3 pedals (clutch, brake and throttle) and comes with a full H-pattern, six-speed shift stick with a reverse gear and a separate sequential shifter.<br /> [http://www.fanatec.de/html/index.php?id=250&lang=en Manufacturer site] [http://www.fanatec.de/html/index.php?id=200&lang=en Other models from Fanatec] <br clear="all" /> {|align="right" |[[Image:T500RSwheel.jpg|right|thumb|Thrustmaster T500 RS Wheel]] |} {|align="right" |[[Image:TH8RSproduct.jpg|right|thumb|150px|Thrustmaster TH8 RS 7+1速 シフター (アドオン)]] |} {|align="right" |[[Image:FerrariF1WheelAddOn_2.jpg.png|right|thumb|150px|Thrustmaster Ferrari F1 Wheel Integral T500 ステアリング (アドオン)]] |} ==== Thrustmaster T500 RS & アドオン ==== "The T500 RS is a true racing simulator designed for the most die-hard racing fans: its power is unmatched, with Force Feedback effects relayed via a 65W industrial motor, providing 150mNm at 3000 RPM. The Force Feedback mechanism is vigorous, fast-acting and extremely responsive. While the power is potent, the integrated large dual-belt system ensures backlash-free and smooth behavior." Remember the phrase; "If you need to ask how much...." <br /> [http://www.thrustmaster.com/en_UK/products/t500-rs Manufacturer site] <br clear="all" /> {|align="right" |[[Image:BRD-Pro-ST.jpg|right|thumb|The BRD Sim-Pro ST Wheel.]] |} {|align="right" |[[Image:BRD-Pro-Speed7 pedals.jpg|right|thumb|150px|The wheel's pedals.]] |} ====Ball Racing Development BRD Sim-Pro ST ==== BRD mostly services companies that want complete simracing solutions, but service also end users. Remember the phrase; "If you need to ask how much...." <br /> [http://www.brdsim.com/product/controls/pro-st.html Manufacturer site] <br clear="all" /> {|align="right" |[[Image:FrexGP-simwheelfsn-800.jpg|right|thumb|The FrexGP SimWHEEL.]] |} {|align="right" |[[Image:FrexGP-wires and connectors.jpg|right|thumb|150px|This one goes here, but where does this go?]] |} ==== FrexGP ==== FrexGP sells addons and bolt-ons to wheels and do-it-yourself -type products for simracers. Remember the phrase; "If you need to ask how much...." <br /> [http://www.frex.com/gp/ Manufacturer site] <br clear="all" /> {|align="right" |[[Image:ECCI-6000 05 m.jpg|right|thumb|The ECCI TRACKSTAR 6000.]] |} ==== ECCI ==== ECCI sells high-end force feedback-less wheels some users swear by. Remember the phrase; "If you need to ask how much...." <br /> [http://ecci6000.com/ Manufacturer site] <br clear="all" /> {|align="right" |[[Image:Leo Bodnar wheel base.jpg|right|thumb|Leo Bodnar wheel base.]] |} {|align="right" |[[Image:Leo Bodnar wheel base 2.jpg|right|thumb|Leo Bodnar wheel base 2nd pic.]] |} ==== Leo Bodnar ==== "This is the business end of my humble test system at home. I think we can finally have this on the market this year. " このフレーズを覚えておいてください。「もしいくらするか聞く必要があるのであれば・・・。」 [http://www.leobodnar.com/ Manufacturer site] <br clear="all" /> === Wheels for specific needs === If for one reason or another (due to a disability or lack of space) you cannot use pedals, the Thrustmaster Ferrari Force Feedback wheel and Rallye GT Pro wheel have split paddles, the bottom half of each paddle being analogue when the pedals were not plugged in. The paddle shifters on the Logitech Driving Force are plastic levers with a large surface area which are easy to depress, and like the Thrustmaster wheels these also operate as analogue axes when the pedals are disconnected. [http://www.thomas-superwheel.com Thomas Enterprises] produce steering wheels with similar features. == ステアリングコントローラのトラブルシューティング == [[Image:Momo.jpg|thumb|The black Logitech Momo Racing.]] === Logitech DFP と Momo === It is not uncommon for mass-produced devices with moving parts to harbour a few gremlins and Logitech controllers are no exception. There are a few issues which many Logitech users have in common and some may be addressed by applying software patches or using new drivers and software written for just this purpose. While some problems may be hardware or design issues (therefore can't be fixed by software), others may be rectified by trying the software fixes available. If your controller shows signs of a shifting centre for example, you can try the official Logitech fix for that problem. Before you post your Logitech problems on the Live For Speed Forums please check out the [http://www.wingmanteam.com/ Wingman Team Web Site] first to see if others have had the same problems you are having. Try the new drivers and other fixes that relate to your controller and see if you can solve some of the common problems that other people also have with their controller. Other utilities can be found on the Wingman Team site including DX Tweak2 which works for other controllers too, not just Logitech ones. Please visit the site and try to fix your problems. This may save several similar topics being created here every time someone experiences a typical fault. Many people have reported that their controller issues were solved by patching their software or updating to newer versions. If all else fails then contact Logitech for a replacement controller (if your warranty has not yet expired). === ハードウェアの問題 === [[Image:Dfp.jpg|thumb|The inside of a DFP. Most wheel problems can be fixed without opening it.]] There are a few issues that can be identified that may lead to an under-performing controller. If your controller is still covered by the manufacturer's warranty it is wise to enquire about a replacement. Pulling your controller to pieces, or even removing one screw, will void your warranty so consider whether or not repairs are worth doing before becoming Dr Frankenstein. If you have no choices left then try [http://web.axelero.hu/mozso/momo_e5.html this] link. Although the site features a Momo, the information can be easily applied to the DFP as well. Replacement *pots, springs etc are not available separately. Special lubricant (grease) is used inside the controllers and you should be able to buy some from an electronics or hobby store. '''Normal lubricants are unsuitable and may corrode the plastic itself.''' * Try the software fixes listed above before assuming that you have a hardware problem. * If you are still covered by warranty, seek a replacement wheel from the manufacturer rather than repairing or modifying your controller. * If you dismantle or repair your controller you do so at your own risk. Damage to the controller or your person is your reponsibility. Don't forget to check our hardware section for more discussion on wheels and other controllers. ''Pot: Nickname for [http://en.wikipedia.org/wiki/Potentiometer potentiometer]. This is a small device used in analogue wheel/pedal or joystick that measures the movement of the wheel or pedal and sends signals to the PC so that your action can be reflected in the software.'' == LFSでのステアリングコントローラのフィーリングを最高のものにするために == === Logitechコントローラを正しくセットアップする === [[Image:LogitechSetup.jpg|thumb|LFS向けに作られたゲームプロファイルを用いて、正しく設定されたLogitech G25 wheelのスクリーンショット(Logitech MOMOをお持ちの方は、"degrees of rotation"設定を無視してください)]] Open up your Logitech Profiler and then the FFB (Force Feedback) settings window: either "Options" - "Global Device Settings" or if you are using game profiles "Edit" - "Specific Game Settings". Suggested settings are these (also shown in the screenshot): * ''Overall Effects Strength'' - Set to 101-105% (101% is good value). Due to problems inside the Logitech Profiler the FFB only starts to act linearly when set over 100%. You can always fine tune the level of FFB in LFS's [[Options#Controls|Options > Controls]] or you can adjust it "on the fly" while driving with the FFB (Force Feedback) shortcut keys.<br> * ''Spring Effect Strength'' - Set to 0%. It is Logitech driver based effect and practically LFS does not need this (confirmed by the game developer).<br> * ''Damper Effect Strength'' - Set to 0%. It is Logitech driver based effect and practically LFS does not need this (confirmed by the game developer).<br> * ''Enable Centering Spring'' / ''Centering Spring Strength'' - Uncheck the box (disable it) and set it to 0%. * ''Report Combined Pedals'' - Uncheck this option. Enabling this only gives you one pedal axis, meaning you can't use brake and throttle pedals properly. So disable it. * ''Degrees of Rotation'' - If your wheel provides this option, set it to the particular car's lock-to-lock angle (LFS lets you see this value in the car setup screen, under "Steering"). これらの設定はLogitechの全てのコントローラで動作するはずです。The settings in the Logitech Profiler might slightly differ from these instructions depending on your wheel model. '''注意''' Logitech G29 & G920をお使いの方は、最新のLogitech Gaming Softwareを使用する必要があります。それ以外のソフトウェアでは認識されないでしょう。 <!-- 他言語へのリンク --> [[de:Hardware]] [[en:Wheels]] [[hu:Kormányok]] 42e2fc2662947196df75a0d01ac5212187ef377c 初期化 0 1453 2457 2439 2017-06-07T05:00:43Z Skylinekakkoii 57 /* デフ(Differential) */ wikitext text/x-wiki [[image:Moby6.jpg|500px|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ ==== デフ (ディファレンシャルギア) は、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== 速く走ることは、物理の限界を目指すことです。 限界に近づく程、徐々にコントロールを失います。 世界で一番速いプレイヤーとは、コントロールを失わなずに車の限界を引き出すプレイヤーであるということです。 たいていの場合、直線で速くすると、コーナーで遅くなります。 これまでのステップで、しっかりとしたバランスのセットアップが出来たら、今度はより速く車を走らせるために、コントロールを失わないギリギリのセットアップを作りましょう。 これは以下のステップを踏むことで可能です。 # '''ダウンフォースを減らす:''' フロントを2ノッチ下げるのに対し、リアは1ノッチ下げましょう。まだ余裕があるようであれば、さらに下げましょう。 # '''タイヤの空気圧を上げる:''' 上げ過ぎるとトラクションを失います。 # '''ギア比を最適化する''' # '''トーを減らす: ''' トー角が0に近ければ近いほど、直線での抵抗は少なくなります。コントロールできるのであれば、0に近い方がより良いです。 あなたが、コントロールを失わない限界まで、このサイクルを繰り返しましょう。 これでもまだワールドレコードに届かないようであれば、下に進んでください。 ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] LFSでは、タイヤにはサイクルがあります。 低い温度から始まり、摩擦によって徐々に温度が上昇していきます。そして、ピーク温度付近では、摩耗が激しくなります。 ピーク温度を過ぎると、タイヤは徐々に放熱されていきます。 LFSでは放熱効果は実際のタイヤよりも大きめに設定されています。いくつかのコースではタイヤの温度を適正に保つ必要があります。 温まり過ぎるとタイヤは最終的にパンクしてしまいます。 適度なキャンバーを設定し、スライド量を出来る限り小さくすると、タイヤを長持ちさせます。また、ピーク温度を下げます。 もう少し細かい話をすると、柔らかいスプリングはタイヤの寿命を長くしますが、これはLFSではあまり効果がありません。 トーをつけると、転がり抵抗となります。 空気圧を高く設定すると、ピーク温度が下がります。また、より正確なハンドリングをもたらします。 さらに、変形しづらくなり、タイヤウォールが曲がりづらくなることで、空気圧の低いタイヤよりも使用するエネルギーが少なくなります。 まとめると、タイヤの空気圧を上げると、転がりやすくなる代わりにトラクションやグリップが失われるということです。 速く走るためには、コントロールしやすい適度な空気圧を保つことが重要です。 ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- 他言語へのリンク --> [[cs:Základní nastavení vozu]] [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] 2b70f969fac9ff297349a77cc817a6ea5597808d 2502 2457 2020-05-02T04:58:40Z Kapikapi 60 Kapikapi がページ「[[基本セットアップガイド]]」を「[[初期化]]」に移動しました wikitext text/x-wiki [[image:Moby6.jpg|500px|フォーミュラルノーに乗るRobert Bjorkman]] ''By Robert "Moby" Bjorkman'' [[image:Setup01.jpg|thumb]] ほとんどの人は、自分のドライビングスタイルに合うように現在のセットアップを調整することに問題を持っています。 あなたが速いと感じるセットアップを持っていても、それをより良くチューンする方法を知らないだけかも知れません。 セッティングの説明へようこそ。 このガイドは、セットアップの組み立て方とその発展方法を理解する手助けとなります。 == 基本 == [[image:Moby1.jpg|thumb]] このガイド中の情報を理解するためには、まずいくつかの基本情報(物理がどのように働くか)を知らなければなりません。 セクション1.1-0~1.5.1は、すべてのレーシング ゲームに共通の事項です。 セクション2.1.0~2.3.4は Live for Speed でのみ使えるデータです。 === 基礎レーシング物理 === 非常に簡単に言えば、レースというのは"荷重がどこへ行くか?"のゲームです。 高速に移動する車にブレーキをかけているとき、全荷重は車の前へ移動します。 加速するとき、全荷重は後へ移動します。 左へ曲がるとき荷重は右へ行き、そして反対に右に曲がるときは荷重は左へと行きます。 車は、あなたが行きたい方向に応じて動き回ろうとする質量を持っています。 私たちがやろうとしているレースとは、この動作を制御することです。 そのための多くの部品があります。 ==== スプリング ==== 車の質量は、移動するときにエネルギーを生じます。 スプリングはこのエネルギーを吸収します。 シャーシで生じたエネルギーは、ばねを通じてタイヤに影響を及ぼします。 これは、スプリングが硬い場合には、シャーシからのエネルギーのほとんどがばねによって吸収されることを意味します。 そうするとシャーシの動きが速くなりますが、一方タイヤの移動量(ストローク量)が減少します。 そのためでこぼこなトラックを走行しているときには、タイヤは路面の凹凸を飛び越えてしまい、地面と接し続けることができません。 ==== ダンパー ==== ダンパーは、車の質量を制御するためのさらなる調整を可能にします。 ダンパーの助けによって、サスペンションが、どの程度の速さで伸縮するかを制御することができます。 これは、コーナーの異なるポイントでのサスペンションの動きを制御することができることを意味します。 理解を助けるよう、ひとつのコーナーを示しましょう。 [[image:Setup02.jpg|thumb|激しいブレーキング時の前方への荷重移動。]] '''コーナー入口:''' あなたはブレーキをかけ、シフトダウンを開始します。<br /> '''荷重:''' 荷重は車の前方に移動します。フロントダンパーは縮み、リアダンパーは伸びます。 [[image:Setup03.jpg|thumb|コーナリング時の側面への荷重移動。]] '''エイペックス(コーナー中部):''' あなたはコーナーに入り、ブレーキペダルを放します。<br /> '''荷重:''' このとき荷重は車の横方向へ移動しています。コーナーに対し外側のダンパーは縮み、内側のダンパーは伸びます。 [[image:Setup04.jpg|thumb|加速時の後方への荷重移動。]] '''コーナー出口:''' あなたはアクセルペダルを踏み、加速を始めます。<br /> '''荷重:''' 荷重は車の後方へ移動します。リアダンパーは縮み、フロントダンパーは伸びます。 結論としてセッティングするべき場所をまとめるとこうなります。 {| class="wikitable" !!! フロント !! リア |- !入口 | style="background:#fff" | ダンパー縮み側 | style="background:#fff" | ダンパー伸び側 |- !出口 | style="background:#fff" | ダンパー伸び側 | style="background:#fff" | ダンパー縮み側 |} ダンパーをより柔らかくするほど、より速く荷重移動します。より硬くすれば、より遅く荷重移動します。 もし車が旋回に入ろうとするときアンダーステアであるなら、フロント側により多くの荷重が必要ということです。 フロント側を柔らかくしてより沈み込むようにする、あるいはリアダンパーの伸び側を柔らかくしてリア側がより持ち上がるようにすることで、よりフロント側に荷重移動するようにすれば、このアンダーステア特性を変えることができます。 もし車がコーナー出口でオーバーステアであるなら、リアダンパーの縮み側を硬くして後ろへの荷重移動を少なくする、あるいはフロントダンパーの伸び側を変更しフロント側があまり浮き上がらないようにして荷重移動を少なくすることができます。 ==== アンチロールバー ==== コーナーを走り抜けるときには、車の質量は横方向へ移動します。 アンチロールバーは、左右のサスペンションに接続し、質量の移動量と歩調をあわせてサスペンションの位置関係(ジオメトリ)を保ち続けます。 簡単に言えば、これは左右の質量の移動量を制御します。 そのため車が横に傾いているときも、タイヤは最大のグリップを保てます。 アンチロールバーを使用することで、過剰に硬いスプリングに頼ることなくロール剛性を増加させることができます。 適切に選択されたアンチロールバーは、乗り心地の硬さを増加することなく、コーナーでのボディのロールを減らし、トラクションを向上させ、タイヤグリップを維持させます。 硬いアンチロールバーは安定性を増やしますが、代わりに利用可能ななんらかのトラクションを失います。 アンチロールバーは車全体のバランスを調整する非常によい部品です。コーナーバランスの個々の部分を変更したいならダンパーセッティングを用いるべきですが、全体のバランスを変更する必要がある場合はアンチロールバーを調整しましょう。 ==== 車高 ==== [[image:Setup05.jpg|thumb|車高]] このセッティングは地面と車との間隔を調整します。 より低いセッティングは車の重心をより低くし、全体的なハンドリングの助けとなります。 しかしながら、車高の低すぎる車を走らせていると、特に縁石や路面のこぶ上で、地面に接触させてしまったり、サスペンションがそれ自身の持つ移動可能量よりも多く動こうとします。 これは速度や制御を失う結果となります。 ==== ステアリング ==== '''最大切れ角:''' ハンドルをいっぱいに切ったときに前輪の角度がどれだけ変わるか。 '''キャスター:''' 車を横方向から見たときのサスペンションの角度です。ステアリング時のタイヤのキャンバーを制御します。簡単に言えば、大きなキャスターは高速時により安定し、小さなキャスターは低速時により安定します。 '''パラレルステア:''' ステアリング角度の増加につれフロント両輪の切れ角が変化する割合です。高い値では、ステアリング時にトーインになり、低い値では、ステアリング時にトーアウトになります。 === 車輪 === 車輪は車を地面に接続するものです。ここにはいくつかのオプションがあります。 ==== トー ==== [[image:Setup06.jpg|thumb|トー]] 車輪がそちらへ進むよう初期設定された角度です。トーインは安定性を高めます。トーアウトは回頭性を高めますが、車をよりナーバスにします。 ==== キャンバー ==== [[image:Setup07.jpg|thumb|キャンバー]] キャンバーが大きいほど、車は直線では速くなります。タイヤの接地面が少なくなるためです。 しかし大きなキャンバーはブレーキング性能や加速性能を減らしてしまいます。 普通のトラック(オーバル以外)でレースを行うすべてのレーシングカーは、ネガティブキャンバーになっています。 ネガティブキャンバーに設定すると、コーナーの外側の車輪の接地面積が最適化されます。 オーバルトラックには一方向のコーナーしかなく、かつ非常に大きなバンクがあり、外側の車輪には多量のネガティブキャンバーと、内側の車輪にはポジティブキャンバーが必要とされます。このように設定すると内側のタイヤもまた接地面積が最大になります。 '''キャンバー補正のためのタイヤ温度の読み方''' [[Image:TyreExplanation.jpg|thumb|Tyre Temps タイヤ温度]] もしタイヤ温度が以下のようになっていたら、キャンバーのつけすぎです。 {| class="wikitable" !外側 !真ん中 !内側 |- |70||81||110 |} もしタイヤ温度が以下のようになっていたら、キャンバーが不足しています。 {| class="wikitable" !外側 !真ん中 !内側 |- |90||80||55 |} ==== 空気圧 ==== タイヤの空気圧を調整します。空気圧が低いほどグリップは高くなり、反対に空気圧が高いほど直線で速くなります。空気圧が高いほど、精密なハンドリングが必要とされます。 === ギアボックス === [[image:Moby2.jpg|thumb]] ギアボックスはエンジン回転数と、エンジンから車輪に伝わるトルクの量を制御します。ギアボックスは異なるギアレシオセッティングを用いて最適化され、そのためエンジンは常に適正な回転数で動作します。 ==== ギア ==== ここでは、ギアボックスの個々の構成品を設定できます。 ファイナルギアは、より大きな加速性またはより高いトップスピードのどちらかを得るように、ギア設定全体を制御できます。 個々のギアもまた、特定のコーナーに最適化するように変更することができます。 ==== デフ ==== デフ (ディファレンシャルギア) は、説明するにはかなり複雑な装置です。 ギアボックスから駆動輪への中間にある部品で、左右の駆動輪の動きの差を制御します。 デフの種類やその作動量を選択することによって、各駆動輪の駆動力を変更することができます。 '''デフの種類''' '''ロックデフ:''' 左右の駆動輪の駆動力を等しくします。各駆動輪は同じ距離を移動します。 しかし、旋回時など、車輪が同じ距離を移動しないときには、抵抗力を生じます。 ロックデフを持つ車はまっすぐに前進したがるので、ドラッグレースには完璧です。 '''オープンデフ:''' 各駆動輪はスムーズに動くよう(=抵抗力が生じないよう)に回転します。 しかし、左右の駆動輪のどちらかがグリップを失うと、その車輪は抵抗が加わるまで回転し続けます。 トラクションを失いやすいため、レースには適しません。 '''機械式LSD:''' オープンデフとロックデフの中間の性質を持ちます。 ある程度スムーズさを保ったまま、左右の駆動輪の回転数の差を制限します。 よくあるのは、イニシャルトルクと作動時の効きを調整できるものです。 これによってスロットルオフ時と、スロットルオン時で、どの程度ロックさせたいかを制御できます。 '''ビスカス LSD:''' これは機械式LSDに似ていますが、速度に反応して作動します。 片方の車輪がもう一方の車輪より速く回転していたら、遅い方の車輪に力を伝えようとします。 左右の車輪の回転差が大きければ大きいほど、遅い方の車輪により多くの力が伝わります。 機械式LSDに比べると、作動する力が弱いことが特徴です。 実際のレース環境においては、ほとんど機械式LSDのみが使用されています。 === ブレーキ === 車を止めるのはブレーキです。制動力(=ブレーキディスクに加える圧力)を設定することができます。 この制動力はほぼテストによってのみ決められます。フルブレーキングを行ったときにロックするかしないかくらいの値が適切です。 異なる状況に対応できるよう、ブレーキバランスを変えることもできます。 ブレーキバランスとは、フロントブレーキとリアブレーキに伝わる圧力のバランスのことです。 最適な値は50対50でしょうが、ブレーキング時には車のフロントに荷重が移動しており、リア側はより少ない質量であるため、後輪はロックしやすくなります。 したがって適切な値は、およそフロント60%、リア40%のあたりです。(ただし、車によってはフロント75%くらいが適切であることもあり、一概には言えません。) ブレーキング中にリア側がロックするなら、ブレーキバランスをフロント側に割り振る必要があります。フロントとリアが同時にロックするなら、それが最適なセッティングです。 === エアロダイナミクス === [[image:Setup09.jpg|thumb|エアロダイナミクス]] 車周辺の空気の流れは、ウィング、車の形、またグランドエフェクトによって調整できます。 ウィングは、車をトラックに留まらせるダウンフォース(ネガティブリフト)を生みます。 これによって、トップスピードを犠牲にする代わりに、コーナーをより速く回れるようになります。 リアウィングを1ノッチ調整したらフロントウィングを2ノッチ調整するようにすると、車のバランスが同一に保たれます。 グランドエフェクトとは、走行中の車の下の空気の圧力が真空状態に近づくことで、車を地面に吸い付かせる効果のことです。 これは、いわゆるベンチュリ効果によって作られます。 グランドエフェクトは車高にほぼ比例し、車高が低い(=車が地面に近い)ほど、より効果が得られます。(車高に比例するグランドエフェクトはLFSでは未実装です。) == ゼロからのセッティング工程 == 車の基本がわかったところで、これらの情報を有効に利用する方法を学ぶ必要があります。 現実世界のほとんどのレースエンジニアは、テスト日やテストセッションの自分なりのモデルを持っています。 これからモデル一つの例をお教えしましょう。誰にでも適合するとは限りませんが、これはあなたに作業のベースを提供し、あなたが自身のモデルを作ることを助けることでしょう。 一番大きく違うのは、シム・レーシングにおいては守るべき予算がないことです。 現実世界の例としてこれを説明しますが、"Live For Speed"プラットフォームにもマッチするはずです。 この節は、読者がクラッシュせずに2周走れることを前提としています。 <!-- todo --> ==== トラック・デイ ==== [[image:Moby4.jpg|thumb]] トラック(サーキット)での最初の日です。 いくつかのセッティング目標を持って、ざっくりとセットアップが出来ているはずです。 あなたがその車に対して全く初めてであるなら、サスペンション、ステアリング、エアロダイナミクス、さらにデフを、中くらいにセットしてください。 そのサーキットは高速コースですか?低速コースですか?それによってギアボックスのセッティングの出発点が決まります。 走行するであろう周回数に合わせて、それを走り切れるくらいの量の燃料を補充してください。 ===== ステップ ===== # '''準備:''' 最初のラップでは、タイヤ温度画面をONにする(F9)と良いでしょう。これによってタイヤ温度を見ることができます。青は、タイヤが冷えていることを意味します。最初のラップは常にタイヤを温めることを念頭に置きましょう。冷えたタイヤから得られるフィードバックは役に立ちません。緑は、タイヤ温度が最適な範囲に入っていることを意味します。赤はタイヤが熱すぎることを意味し、黒はパンクを意味します。 # '''テスト:''' 今あなたは2周目にいるはずです。タイヤは緑を示しています。1周目を終え、あなたは車に対するおおよその勘を持っているはずです。適切にテストをするとは、レースの速さで走行することを意味します。遅すぎれば、正しいデータやバランスが取れません。速すぎれば、壁にぶつかる羽目になります。2周目の間は、各コーナーで、コーナリングバランス、ブレーキ、そして回転数を覚えて下さい(メンタル・ノート)。 # '''データ解析:''' 3周目に入るときには、2つの選択肢があります。 ## 全てのコーナーのメンタル・ノートをとるまで走行を続けます。 ## 停止して、温度をチェックしそのメモをとります。(1.2.2)にしたがってキャンバーを修正します。テストの間、定常的にタイヤと温度に注意することは必須であり、キャンバーが適切であることを常に確認しなければなりません。適切なセットアップを探す際に、通常より多めのキャンバーで走行する場合もあります。 ===== 解析 ===== ガレージにいる間、メンタル・ノートを思い返してください。最大の問題はなんでしたか? セットアップを変更するときは、一度にひとつだけ調整してください。一度にまとめて調整してしまうと、やり過ぎの結果になってしまったり、何が良くなって何が悪くなったのかがわからなくなることがあります。 そして、ステップ1,2,3を再び繰り返してください。ひとつだけ変更して、また同じことを行います。 次は何を調整しましょうか。 ここに、着目点のサンプルリストを示します。まずはこのリストをやや迅速に一通りやり、セットアップのベースを探しましょう。 (なお、これらの変更の間、筆者は常ににキャンバーを変更し続けていますのでご注意を。) # ブレーキ # スプリング # アンチロールバー # エアロダイナミクス/ギアボックス # ダンパー # ステアリング、キャスター、パラレルステア # タイヤ空気圧 ほとんどの変更は、セットアップの他の項目に影響する結果となります。 例えば、エアロダイナミクスはトップスピードやコーナリングスピードに多大に影響を及ぼすので、異なるエアロセッティングに合うよう、ギアボックスを調整する必要があります。 このリストを数回やる必要があるかも知れないことを覚えておいてください。 セットアップを作りこむのは、時間を消費することです。 これをこなせば、最終的に、あなた向けの完璧なセットアップを見つけることができるでしょう。それがこのガイドの目指すものです。 == 既存のセットアップのチューニング == [[image:Moby5.jpg|thumb]] LFSでは、セットアップを他のプレイヤーに送信する"SS(Share Setup)"機能があります。 また、セットアップファイルをインターネット上でやり取りすることも出来ます。 以下は他人のセットアップをチューニングする際のガイドです。 ==== 異なるコントローラ ==== 各々のハンドルコントローラおよびコントローラセッティングに対し、どのパラメータが特別でしょうか? 各パラメータを理解することはあなたのコントローラを調整する助けとなるでしょう。 これらのセッティング項目は ガレージ の ステアリング で見つかります。 最初にあるのは'''最大切れ角'''です。この値はハンドルがフルロックまでに何度回るかを意味します。 あるセッティングについて、他のプレイヤーはとても安定していると感じているのに、あなたはクイック過ぎると感じる場合には、このパラメータを減らすべきです。 ステアリングが思っているより回っていないと感じるなら、このパラメータを増やすべきです。 セットアップ製作者とステアリング径が異なる場合、この値を調節することで乗りやすくなる場合があります。 さて次の設定は、'''回転角'''です。 スライダーの上に値が書いてあり、基本的にはこれが推奨値です。 しかし、ほとんどの人はその値を使用していません。(これはオプションメニューのハンドル回転角と、とても関係しています。) 推奨値に対し 30~35%あたりの値に設定すると、より的確である場合が多いです。しかしながら、このやりかたはすべてのコントローラで望ましい効果があるとは限りません。 これら両方の値を、あなた自身に合うように試すとよいでしょう。 この作業は、あなたのすべてのセッティングについて必要かも知れませんが、セットアップを組んでいるうちに、あなたは、何が何に影響するかすぐにわかるようになるでしょう。 セッティングにあなたのハンドルをマッチさせたら、あなたは、そのセッティングがどう働いているか、そして特定のセッティングに何の長所があるのかを分析できるようになっていることでしょう。 ===== 解析 ===== まずは、(2.1.2)を読んでください。 良いセットアップを入手した場合、あなたは少しの変更をするだけで良いでしょう。 しかし、自分好みのセットアップを入手したのに、速く走ることができないことがあります。この場合はどうすればよいでしょうか。 セットアップを共有すること自体は問題ではありません。しかし、共有したものをそのまま使うだけでは、成功には至りません。 異なるドライビングスタイルや、異なるコントローラとその設定は、そのセットアップを使うに当たってバランスを崩します。 ワールドレコードが出たセットアップを、違うコントローラを使う他のプレイヤーが使っても、ワールドレコードが出るわけではありません。 新しいセットアップを受け取ったときには、まず自分の使っていたセットアップと比較することが重要です。 そのセットアップは何故良いとされているのかを分析しましょう。 あなたのセットアップと大きく異なるパラメータはありませんか? フロントとリア、ギアボックスを分けて分析すると良いでしょう。 そして、色々なセットアップを試して、あなたにとってベストなセッティングを一つのセットアップにまとめましょう。 ただし、そのためにはまず、受け取ったセットアップの基本を理解しましょう。 ===== 速さ vs 安全性 ===== 速く走ることは、物理の限界を目指すことです。 限界に近づく程、徐々にコントロールを失います。 世界で一番速いプレイヤーとは、コントロールを失わなずに車の限界を引き出すプレイヤーであるということです。 たいていの場合、直線で速くすると、コーナーで遅くなります。 これまでのステップで、しっかりとしたバランスのセットアップが出来たら、今度はより速く車を走らせるために、コントロールを失わないギリギリのセットアップを作りましょう。 これは以下のステップを踏むことで可能です。 # '''ダウンフォースを減らす:''' フロントを2ノッチ下げるのに対し、リアは1ノッチ下げましょう。まだ余裕があるようであれば、さらに下げましょう。 # '''タイヤの空気圧を上げる:''' 上げ過ぎるとトラクションを失います。 # '''ギア比を最適化する''' # '''トーを減らす: ''' トー角が0に近ければ近いほど、直線での抵抗は少なくなります。コントロールできるのであれば、0に近い方がより良いです。 あなたが、コントロールを失わない限界まで、このサイクルを繰り返しましょう。 これでもまだワールドレコードに届かないようであれば、下に進んでください。 ===== 自分自身の技術の向上 ===== 成功の秘訣は準備と練習にあります。 セッティングを作りながら練習することは、ワールドレコードという大きなパズルの大事な一つのピースです。 ワールドレコードのリプレイを見たり、他の上手なプレイヤーと一緒に走ることは、このピースを作るのに大きく役立つでしょう。 これらと比較して、自分の走りのどの部分が遅くて、何が悪いのかを分析しましょう。 この分析を行うことで、「ここでもう少し早く走れるのか!」と気づくことができると思います。 === 耐久セットアップ === 近頃は長距離レースが人気です。耐久レースには良いセットアップを持つことと、首尾一貫したドライバーを持つことが重要です。 タイヤを持ちこたえさせることはとても複雑なことであり、それは組み合わせに応じて異なってきます。例えば、燃料タンクが満タンのときのバランスと、空のときのバランスとは異なるなど、様々な要因が関わってきます。 ===== 解析 ===== まず初めにするべきことは、現在のセットアップでフルスティントをこなすことです。 燃料タンクを満タンにし、タイヤがコントロールできなくなるほど熱くなるか、パンクするまでプッシュし続けてください。 このデータはスティント内での妥協するべき点を見つけるのに役立ちます。スティント間を全て完璧なバランスでこなすことはほとんど不可能です。 スティントの開始は弱アンダーステアとなるようにセッティングすると良いでしょう。燃料が消費されるに従ってアンダーステアが消され、徐々にニュートラルステアに向かっていくでしょう。スティントの終わりにはオーバーステアになるようになるとより良いです。 スティントの内、タイヤが最高温度に達したときが最も重要なポイントです。最高温度に達した後は、タイヤの温度はゆっくりと下がっていきます。 タイヤが最高温度に達したとき、あなたは最も価値のあるラップを引き出せるでしょう。 このようにすればあなたは簡単に車の限界を引き出すことができるはずです。 ===== タイヤ ===== [[image:Setup10.jpg|thumb|1スティント間でのR2コンパウンドタイヤの温度変化グラフ]] LFSでは、タイヤにはサイクルがあります。 低い温度から始まり、摩擦によって徐々に温度が上昇していきます。そして、ピーク温度付近では、摩耗が激しくなります。 ピーク温度を過ぎると、タイヤは徐々に放熱されていきます。 LFSでは放熱効果は実際のタイヤよりも大きめに設定されています。いくつかのコースではタイヤの温度を適正に保つ必要があります。 温まり過ぎるとタイヤは最終的にパンクしてしまいます。 適度なキャンバーを設定し、スライド量を出来る限り小さくすると、タイヤを長持ちさせます。また、ピーク温度を下げます。 もう少し細かい話をすると、柔らかいスプリングはタイヤの寿命を長くしますが、これはLFSではあまり効果がありません。 トーをつけると、転がり抵抗となります。 空気圧を高く設定すると、ピーク温度が下がります。また、より正確なハンドリングをもたらします。 さらに、変形しづらくなり、タイヤウォールが曲がりづらくなることで、空気圧の低いタイヤよりも使用するエネルギーが少なくなります。 まとめると、タイヤの空気圧を上げると、転がりやすくなる代わりにトラクションやグリップが失われるということです。 速く走るためには、コントロールしやすい適度な空気圧を保つことが重要です。 ===== 最後に ===== ドライバーとして、首尾一貫していることはとても重要です。というのも、あなたがラインやドライビングスタイルを変更したら、セットアップは毎回異なる反応を示すからです。テストする際は、決まった一つのラインをたどるよう走行し、そこから外れないようにしてください。より精度の高いテストデータが得られるでしょう。 == クイックリファレンス == [[image:Moby3.jpg|thumb]] 車がアンダーステア/オーバステアの挙動を示す場合、以下の表に従ってセットアップを変更すると良いでしょう。ただし、これらは一般論であり、セットアップによっては異なる場合があります。 {| class="wikitable" ! 挙動を示す場所 !! アンダーステアになる !! オーバーステアになる |- ! コーナー入口 | style="background:#fff" | フロントダンパー縮み側を柔らかくする<br />リアダンパー伸び側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー縮み側を硬くする<br />リアダンパー伸び側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |- ! コーナー中部 | style="background:#fff" | フロントのロールバーを柔らかくする<br />リアのロールバーを硬くする<br />キャンバーを増やす<br />フロントのダウンフォースを増やす<br />リアのダウンフォースを減らす | style="background:#fff" | フロントのロールバーを硬くする<br />リアのロールバーを柔らかくする<br />キャンバーを減らす<br />フロントのダウンフォースを減らす<br />リアのダウンフォースを増やす |- ! コーナー出口 | style="background:#fff" | フロントダンパー伸び側を硬くする<br />リアダンパー縮み側を硬くする<br />キャスターを減らす<br />フロントのアンチロールを柔らかくする<br />リアのアンチロールを硬くする | style="background:#fff" | フロントダンパー伸び側を柔らかくする<br />リアダンパー縮み側を柔らかくする<br />キャスターを増やす<br />フロントのアンチロールを硬くする<br />リアのアンチロールを柔らかくする |} <div align="right">このガイドに関わった全ての方へ感謝いたします。</div> <div align="right">Robert “Moby” Björkman, Cyber Racing</div> [[image:Setup11.jpg|center]] <div align="center">このガイドの基となるデータはCyber Racing Teamによって制作されています。http://www.cyber-racing.org</div> {{Guides}} <!-- 他言語へのリンク --> [[cs:Základní nastavení vozu]] [[de:Grundlegende Setup Anleitung]] [[en:Basic Setup Guide]] 2b70f969fac9ff297349a77cc817a6ea5597808d Host チュートリアル 0 1432 2458 2442 2017-06-07T05:09:26Z Skylinekakkoii 57 /* 帯域計算 */ 和訳 wikitext text/x-wiki == 帯域計算 == 帯域使用量は、大体プレイヤーの数の二乗に比例します。この値を高すぎる値に設定してしまうと、ラグフェスティバルになってしまいます (ただ、最近のインターネット環境であればあまり気にする必要はないでしょう)。最大のゲスト数で起動すると、とても多くのアップロード帯域を使用します。S2の最大値は、S1の最大値よりもとても大きな値となっています。以下に詳細な値を、KB/sで示します。kbitでの値が必要であれば、下の値に8をかけてください。 これらの値は、4パケット毎秒のスムーズな設定のものです。 4 プレイヤー, 4 台の車 : 4.9 KB/s 8 プレイヤー, 8 台の車 : 21.4 KB/s 11 プレイヤー, 11 台の車 : 41.6 KB/s (demo の最大値) 12 プレイヤー, 12 台の車 : 49.9 KB/s 15 プレイヤー, 15 台の車 : 79.1 KB/s (S1 の最大値) 16 プレイヤー, 16 台の車 : 90.4 KB/s 20 プレイヤー, 20 台の車 : 142.9 KB/s 32 プレイヤー, 32 台の車 : 372.4 KB/s 47 プレイヤー, 32 台の車 : 552.4 KB/s (S2 の最大値) == LFS サーバーを起動する == ''by the_angry_angel'' From download to install, to configuring your firewall, this is meant as a ''rough'' guide (revision 1.65) to get you started with running an LFS server. I'm sure you've all got comments on whether it needs re-wording, deleting or more adding to it. Feel free to let me know via pm, or just post away The major problem is that there are so many home and comercial products out there now, that its impossible to cover them all, but I'll do my best. I'm hoping to get some additional firewall information on here, including configuring a cisco pix, zonealarm, etc. If you have any problems, either [http://www.lfsforum.net/showthread.php?t=9572 post away], or start a [http://www.lfsforum.net/ new thread] and we'll do our best to help out. === Assumptions === Throughout the entire guide, I assume that you dont change the default port (which is 63392) that you've set for LFS to use. If you do change it, then you need to substitute 63392 for the port you've set LFS to bind to. I also assume that you're going to be running the dedicated server. If this is not the case, you're only likely to need to read the following sections, as you can configure everything else in-game when you start the multiplayer game. * [[Host チュートリアル#Firewalls|Firewalls]] * [[Host チュートリアル#Port_Forwarding_.2F_Home_Routers|Port Forwarding / Home Routers]] === Dedicated と "フルクライアント"サーバー === Theres a few key differences to using the dedicated server software and the full client. Primarily it's the minimum requirements for the system and what's packaged with it. The dedicated server doesn't have any of the game content, as such, and will just sit there serving requests consuming a minimal amount of diskspace. Theres little or no interface, depending on how you have it configured, which means you don't need a graphics card (configuring via a console connection works reasonably well on some OS'). So why would you use the dedicated server? Anywhere that you can't use the full LFS client, where you'd want to run a server for extended periods of time. For example, say you had a dedicated server in a datacentre and you wanted to run an LFS game server from that. The full client would be; resource consuming (disk space, and required management time), a waste of an unlock or an account. The dedicated server, on the other hand, would be ideal. === 簡単なガイド === * Download the dedicated server from http://www.liveforspeed.net/?page=addons. * Extract somewhere you'll remember; the desktop is NOT a good idea. * Configure host by editing setup.cfg / creating a new cfg file. * Start the server. * If you're on the same local network / have a route to the server, then try to connect to it via the LAN. * Test a connection from outside the local subnet, i.e. from the internet. If it doesn't work, forward / open the incoming ports (TCP/63392,UDP/63392), and make sure the outgoing port (TCP/29339) is also open. * Join the [http://www.lfsforum.net/showthread.php?t=8930 Wrecker Barricade], then play with, pimp and have fun with your server. === 詳細なガイド === ==== Windows ==== * Download the dedicated server, using your favourite browser from http://www.liveforspeed.net/?page=addons. * Right click and select Extract to folder, or use your favourite unzipping software. Usually you can double click on the file, and follow the extract procedure. * Either create a new, or copy a new setup.cfg file. I suggest copying setup.cfg, and naming it something you'll remember. Change the config as required. Take a look at the configuration section to learn more. * Start the server. I usually create a batch file containing lfs.exe /cfg=<PATH TO CFG FILE> * You can edit and use my [http://www.lfsforum.net/attachment.php?attachmentid=12165&stc=1&d=1151504832 batch] file attached if you dont know how to make one. * Test connecting to the server. If its on the same PC connect to the IP 127.0.0.1. Otherwise type the IP address of the remote server. If its on the same local subnet, then start the LFS client and Click "Multiplayer", then "Join Specific Game", then select local network. * If you cannot connect, and you got the password (if any) correct, then you need to open the ports in your windows firewall (see the firewall section), or your LAN's firewall. If you have a LAN firewall, then talk to your sys/network admin nicely. * Try connecting from outside your network (i.e. from the internet). Either get a friend to help, or ask on the forums. You'll need to remember to tell us what you called the server. * If they cannot connect, you need to open the ports in your external firewall, or forward the ports from your router. See the firewall section for this. ===== Securing your Windows Server ===== Theres a few basic things; they aren't particularly LFS orientated, but you may not be aware of them. Throughout this, I'm assuming that you're using a standalone Windows 2003 server, or XP machine thats directly connected to the internet. I wouldn't particularly recommend doing some of this things to a desktop machine. Infact some may not even be available. * Turn off NetBios on internet facing network cards (Control Panel > Network Connection Properties > Untick File and Printer Sharing, then TCP/IP Properties > Click Advanced > goto WINS tab > select Disable NetBIOS over TCP/IP > Click ok until all dialogs are closed), * If you have RDP or VNC enabled, put long and "complex" passwords on your accounts, * Make sure you keep yourself patched up, * If you're using a Windows 2003 server, I suggest keeping the IE Enhanced Security Configuration installed, * Don't let random people use your machine, * Don't install things you don't need. ==== Linux with WINE ==== For this guide, I presume you know at least the basics about linux (i.e. your package manager, navigating the directory tree, etc.). I also assume everything you do is from a terminal / ssh session. It's also worth taking a look at [http://www.lfsforum.net/showthread.php?p=416561 this thread], which discusses the issues with various versions of WINE, and workarounds. * Download the dedicated server: http://www.liveforspeed.net/?page=addons * Extract the server, and extract to the directory LFSServer, in the current directory: unzip -o LFS_S2_DEDI_V.zip ./LFSServer * Make sure WINE is installed. If not download / install / compile it. * Create or edit the setup.cfg file. '''The important thing is that /dedicated=invisible''', otherwise it will complain about the lack of an X Server. * Starting the LFS server. With recent versions of WINE, running LFS as a background process is a pain and has a lot of problems. avellis' suggestion of using wineconsole in a screen is a pretty good solution: screen -S <INSERT NAME> wineconsole --backend=curses LFS.exe /cfg=<INSERT PATH TO CFG> * You can of course, use the background method, if you have an older version of WINE. nohup wine LFS.exe /cfg=setup.cfg >/dev/null & echo $! > lfs.pid * What this will do is start LFS in the background and create an lfs.pid file containing its process id. This is useful if you want to automate the whole starting and stopping of the server process. If you want to learn more about screen, do a ''man screen'' in a terminal, or take a look at http://linuxforum.com. * Test connecting to the server. If its on the same local network, try connecting to a local game, and putting in the IP address of the box. * Finally, get someone from the forums, or outside of the server's network to connect. If you cannot connect, then you need to open up the ports on your router or firewall. Killing an orphaned or obsolete WINE\LFS process is a pain in the neck. I've found that a killall -9 wine (as the appropriate user (either owner or root)) is the most reliable way of doing it. Either my version of WINE doesnt like being killed, or my box is having a permanent funny 5 minutes; I've always had trouble killing WINE. A final note on screen, I have a bad habit of opening them for compiles, lynx, LFS servers, etc. and then forgetting they're open. 2 weeks later I wonder where all the RAM has gone Rarely will I say a tool is too useful for its own good, but in this case screen is. ===== Securing your Linux Server ===== Theres a few obvious things, but I feel its better to go over them. Make your LFS server run as a non-privileged user. I prefer to create a new user for each process that I run on my servers. To create a new user, take a look at the adduser command: man adduser Personally I'd create a user called LFSServer, give it a difficult to guess password ("1oustledroam" for instance), and lock down so that user can only read and write to its home directory (which is where I'd put the LFS server files) and any other essentials it needs. Doing this is rather long winded, out of scope of this thread, and there are plenty of articles about it on the internet. === 設定ファイル === ==== 共通 ==== Use a batch file, shortcut or any method you like to start LFS.exe with a command line. You can use the following options below: /host=Host Name :FIRST IN LIST /pass=Pass :if required - password /admin=Pass :if required - admin password /ip=X.X.X.X :if required - local specified ip address /port=63392 :a high number below 65536 /mode=demo :demo / s1 / s2 /usemaster=yes :no / yes / hidden /track=XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather=1 :weather : 1,2,3 in Blackwood /cars=[cars] :use list of cars including a + between them (ex. UF1+XFG+XRG+FBM) /maxguests=4 :max number of guests that can join host /carsmax=5 :max number of cars in a race /carshost=1 :max number of cars (real+ai) on host pc /carsguest=1 :max number of cars (real+ai) per guest pc /pps=4 :smoothness (3-6) number of car updates per second /qual=0 :qualifying minutes, 0 for no qualifying /laps=5 :number of lap, 0 for practice /wind=1 :0 no wind / 1 low wind / 2 high wind /dedicated=no :no / yes / nogfx / invisible /vote=yes :no / yes : can guests vote to kick or ban /select=yes :no / yes : can guests select track /rstmin=X :no restart for X seconds after race start /rstend=X :no restart for X seconds after race finish /autokick=no :no / yes / ban / spec (Wrong way drivers) /midrace=yes :no / yes (Join during race) /mustpit=no :no / yes (Pit Stop Required) /start=finish :fixed/finish/reverse/random (Default race start) /welcome=X.txt :set welcome text file /tracks=X.txt :set list of allowed tracks A few things to mention are that; * The IP setting does not have to be defined. Thats only for multihomed machines, and if you want it to listen on one address. If you * dont know what that means, then don't fiddle * The / is required at the start of the configuration directive (LFS basically treats the cfg file the same as an argument) * Two //'s are a comment ==== The Easy Way ==== CrazyICE has created the [http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=91 DediGUI NG] which allows you to control local (CrazyICE, feel free to correct me here) dedicated configuration files, and the whole dedicated server. === ファイアウォール === There are a lot of firewalls out there, but I'll try and cover the ones I've got experience with: ISA, iptables and the windows firewall. If anyone has any requests, I'll add it to the thread / guide, if I can. ==== IPテーブル ==== The following rules should be enough to help you. Note: I assume that the machine running iptables is the same as the machine running the server. If not replace INPUT and OUTPUT with FORWARD. Inbound: iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT Outbound: iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT ==== Microsoft ISA Server ==== I'm afraid I only have ISA 2004 on machines now, so the ISA template files I'll be providing will only work as intended on that. I'll add a little guide for them shortly, but I assume that you'll know what to do with them, if you're already using ISA. ==== Windows Firewall ==== * Open the Windows Firewall, from the control Panel, and goto Advanced. * Select your Network Connection you want to allow connections from, under Network Connection Settings, and then click the Settings button. * Click Add. Give it a Description of "LFS (TCP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select TCP. Click Ok. * Click Add. Give it a Description of "LFS (UDP/63392)", set the Name or IP to 127.0.0.1, put 63392 as both Port Numbers, and select UDP. Click Ok. * Depending on your setup, this final one may not apply. I've come across a particular hotfix which appeared to change the behaviour of the Windows Firewall. Try it without first, if it doesnt work then click Add. Give it a Description of "LFS (TCP/29339)", set the Name or IP to 127.0.0.1, put 29339 as both Port Numbers, and select TCP. Click Ok. If when you start the dedicated server, and Windows askes if you want to unblock it or not, select Unblock. ==== Windows ICS (Internet Connection Sharing) ==== Port fowarding with Windows ICS is a royal pain in the bum. Sadly there are still people that use this. I'm currently writing up a guide for this. === Port Forwarding / Home Routers === There are quite a lot of home routers out there, so giving a guide for them all would be quite difficult. Heres one for DD-WRT (I run a linksys WRT54G). * Open a browser window, and goto your router's IP address. In most situations you'll find this is your default gateway. You can find this by going to Start > Run, typing "cmd", clicking ok, and then typing "ipconfig" and pressing enter. * Click "Applications & Gaming" * Click "Port Forwarding" * Click Add * The following settings should be enough: Application = LFS, Port From = 63392, Protocol = Both, IP Address = Your Local IP Address (can be found from ipconfig, as above), Port to = 63392, and tick Enable. * Click "Save Settings" Check out [http://www.portforward.com/ PortForward.com] for a guide for your router. === Track Restriction === To restrict the tracks allowed on a host: * Create a text file named "X.txt" in your LFS folder. * List all the tracks and configurations you want to allow. * Type one configuration on each line. * You must use the short name of the tracks: [first two letters of name] [config number] [reversed] === サーキット === If you're not familiar with the track's shorthand names, here's something you might find helpful: {{サーキットリスト}} === Points of Interest === ==== LFS only accepts LAN IPs in the RFC1918 range ==== * 10.0.0.0 - 10.255.255.255 (10/8) * 172.16.0.0 - 172.31.255.255 (172.16/12) * 192.168.0.0 - 192.168.255.255 (192.168/16) ==== Calculating Required Upload (As of Patch V) ==== Either use the calculator in the full LFS client (Multiplayer > Start New Game, select a track if required and fiddle with the settings), or follow this formula: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-MAX_IN_RACE) = Kilobyte/sec upload required</pre> If you don't plan to use the dedicated server, you should use the following: <pre>(PPS*0.09375)*((MAX_GUESTS*MAX_IN_RACE)-(MAX_IN_RACE-1)) = Kilobyte/sec upload required</pre> == ホストコマンド == You can use text commands to control normal or nogfx dedicated hosts. Using the normal text message system (pressing T in a normal host or simply typing into a nogfx host), the message becomes a command if you start it with a slash character. === パラメータを持たない簡単なコマンド === /restart :(re)starts the current race /qualify :(re)starts qualifying /end :return to entry screen /names :toggle display between player and user names /exit :clean exit from nogfx host (host only) /help :get list of commands /reinit :total restart (removes all connections) === パラメータを持つコマンド (エントリー画面限定) === /track XXCR :track and config (e.g. BL1 / SO3R / FE4) /weather X :lighting (e.g. 1, 2, 3...) /qual X :qualifying minutes (0 = no qualifying) /laps X :number of laps (0 = practice) /hours X :number of hours (if laps not specified) /wind X :0 no / 1 low / 2 high === パラメータを持つコマンド === /maxguests X :max number of guests that can join host /carsmax X :max number of cars in a race /carshost X :max number of cars (real+ai) on host pc /carsguest X :max number of cars (real+ai) per guest pc /pps X :smoothness (3-6) number of car updates per second /msg X :send system message /rstmin X :no restart for X seconds after race start /rstend X :no restart for X seconds after race finish /autokick X :no/yes/ban/spectate (Wrong way drivers) /midrace X :no/yes (Join during race) /mustpit X :no/yes (Pit Stop Required) /start X :fixed/finish/reverse/random (Default race start) /pass X :set new password (BLANK = no password) /welcome X.txt :set welcome text file /tracks X.txt :set list of allowed tracks === KICKとBANコマンド === /spec X :make user X join the spectators /kick X :disconnect user X /ban X Y :ban user X for Y days (0 = 12 hours) /unban X :remove ban on user X === ペナルティコマンド (レース中限定) === /p_dt X :give player X a drive-through penalty /p_sg X :give player X a stop & go penalty /p_30 X :30 seconds added to finish time of player X /p_45 X :45 seconds added to finish time of player X /p_clear X :clears penalty === ホスト設定コマンド === /vote X :no or yes - guest voting /select X :no or yes - guest selection /cars [cars] :use list of cars including a + between them (ex. UF1+XFG+XRG+FBM) === Track Layout related commands === /axlist X :get list of layouts for track X - e.g. AU1 /axload X :load autocross layout named X for this track without track prefix (ex: /axload Slalom) /axsave X :save layout X on host /axlaps X :set autocross number of laps /axclear :clear autocross layout === Other text commands === /out X :ignored by LFS but seen by external programs These commands are also available to any user who has connected to the host using the admin password if one was specified when the host was started. == How to play LFS on a LAN == ''by danowat'' Firstly you need to decide which PC will HOST the game, go to this PC and find out its IP address, you can do this by going to START, RUN, CMD, IPCONFIG /ALL. [[image:Lan1.jpg]] Note down your IP address, it should be in the range 192.168.0.0, if it isnt then you either need to set it to a proper LAN IP range (192.168.0.0), or if you have XP (certainly PRO, not sure if it works in HOME) you can assign more than one IP address. [[image:Lan2.jpg]] Once you have the IP address changed and/or noted, you can now proceed in starting LFS on the HOST machine, click the Multiplayer button, then click Start new game, you will be presented with this screen. [[image:Lan3.jpg|800px]] Notice at the top you have 3 options, LOCAL, INTERNET and HIDDEN, as you are making a LAN only game click LOCAL, game name can be anything of your choosing, but CAN'T be blank, password can be left blank, IP address MUST be the same is the IP address on the host machine, and port needs to be a port that is open on your firewall, here I have 63392, yours may be different but you MUST note down which port you use. Select the other settings to your preference and click GO, once the game has loaded go to each CLIENT machine and proceed to join the game on each CLIENT machine. Again, the CLIENT machines MUST have a valid IP range, if not change or add as described earlier. Click Join Specific game, next click LOCAL NETWORK, enter the HOST IP address,the HOST port and the HOST password, now click go and you should connect to the host machine, if you don't and get client connect either your firewall is blocking the traffic on either HOST or CLIENT machine, or your IP address/port selections are wrong. [[image:Lan4.jpg|800px]] It certainly works on a LAN, but it just takes a little time to get it running. == Hosting for Dummies == A beginners guide to hosting. This little guide is written to help people understand the basics of hosting. I have tried to keep away from the technical babble, but some basic knowledge is needed, so lets go on to chapter one: Internet basics. === Internet Basics === All Internet communications is using 3 main parts: IP addresses: This is the address you have, or the address of the host you are connecting to. Ports are used to keep traffic separated, and give the ability to have several services (like http @ port 80, https @ port 443) or programs running at one IP-address. Protocols are the “language” used. For LFS we need TCP and UDP. TCP is using “Handshake” for each packet, so that every packed delivery is confirmed. This creates more traffic, but is reliable and sender knows that data was delivered. TCP also resends packets that were lost automatically. LFS uses TCP for control data, like race restarts. UDP is just sending packets, and hope they arrive at the recipient. It’s much quicker method, but unreliable. LFS uses UDP for sending car position data. To be able to communicate we need some hardware: NIC: Network Interface Card, or for short: Network card. Routers keep track of where to send the traffic. Some services: DNS Dynamic Name Server, this helps you to use names for hosts, so you just need to remember www.google.com, instead of 66.102.11.99 (Google’s IP-address) DNS is not necessary for LFS, but used for almost everything else … Security: Firewall is a system or program used to only let approved traffic thru. And finally, some other terms used: DHCP, Dynamic Host Configuration Protocol. This is assigning a unused IP-address automatically, helping to reduce the number of unused IP-addresses. Some ISPs force a new IP-address every now and then. Public IP is the IP-address you use to connect to the Internet, or the IP you connects to. This must be a unique address (You will be assigned this from your ISP using your ISP’s DHCP-server) Also called “outside” Private IP Your home router assigns you a Private IP, this address is within some specific ranges, a common used range is: 10.x.x.x , the second range, the most common default for your typical home router is 192.168.x.x, The third range is 172.16-31.x.x. Also called “inside” NAT Network address Translation. This is a very clever system; it protects you very well from the Internet, and gives you the possibility to have several PC’s on the “Inside” [PC1] --> [PC2] --> [Router with NAT] --> Internet [PC3] --> When using NAT your Private IP address is translated to your Public IP, making it possible for you to get on the net Lots of stuff, and new words, but its needed to understand why you need port-mapping. Lets move on to “How it works” === How the Internet works === A simple sample, direct connection to the Internet: [PC1] --> [Internet] --> [www.google.com] Your PC has a valid Public IP, and you want to browse google’s web pages Your PC first makes a DNS lookup to find Google’s Public IP. Http is using Port 80, so your PC connects to Google’s public IP at port 80 and you can read the page. What you don’t see is that your PC is using an unused port above 1024 to connect to google, lets say, port 1050, so what really happens is: Your PC opens port 1050 for outgoing traffic, and sends a “Get” request to google’s web server at port 80. The server opens the file and sends it back to your client at port 1050. A sample with NAT, Connection with a router: [PC1] --> [PC2] -- [Router with NAT] --> [Internet] --> [www.google.com] [PC3] – Your PC has a valid private IP, and your Router has a valid Public IP Your PC request a page at Google, it uses a port over 1024, lets reuse 1050. The request goes thru your Router, and is translated to your routers public IP, with a new port, lets say the request that reaches google.com is from your routers public IP at port 23050. Google answers back to your routers public IP at port 23050, and it remember that it was your PC, at its Private IP and at port 1050 the request came from and sends the data back to your PC’s Private IP at port 1050. LFS's default server port is 63392, which means your PC uses a port higher than 1024 and connects to the LFS hosts IP at port 63392. LFS can be set to use any port. Still hanging on? Lets move on to Security === Security === Security is a BIG issue when connected to the Internet. “Out there” you have hackers and Internet spreading viruses that wants to spoil your fun, it’s just like the demo servers ;) To protect yourself you must use a firewall. The most common thing is the built in firewall in Windows XP. This is turned on when enabling the Internet connection sharing function. Windows XP SP2 also turns the firewall on by default. Another common solution is a “Personal Firewall” This is an application you run on your computer. Making sure that only approved programs can access the Internet. The usual way is: when a “new program” request a internet connection, a dialog pops up asking you to grant or deny access, or grant a permanent access. Another solution is to have an extra “box”, a PC or a “Black box” (black box is a term for a system running a “unknown” OS with a “unknown” firewall). At home this is most commonly your home gateway. It’s a small box with lots of lights on it. ;) It can also run on a separate PC, using Linux (or other Unix-like OS, FreeBSD is very secure and quite popular), but if you have that solution you probably are no dummy and don’t need to read this guide. Most external router/firewall solutions come with NAT. The default behaviour of NAT makes sure that NO connections from the outside makes it thru the router, but ANY connection from the inside will be let out. Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Still hanging around? Wanna be crazy? Go on to “Security, the tuff stuff” Or just a little bit crazy? Check out, “LFS hosting with a firewall” Or move on to “why we need port mapping” === Security the tuff stuff ...=== WARNING This chapter may make you feel dizzy or fall asleep The problem with an external firewall is that it doesn’t see which application that is requesting Internet access. It needs rules for the traffic. The first rule is usually “DENY ALL” everything is closed if not a specific rule allows it. New sample: [PC1] --> [PC2] --> [Router with NAT and Firewall] --> [Internet] --> [LFS Host@port 63392] [PC3] --> PC1 wants to connect to a LFS host at the Host IP and port 63392. To get this traffic thru the router, the router must have a rule that: Allow PC1 to connect to the LFS host, at its IP address and port 63392. But, there is not only one LFS host out there so the rule needs an update: Allow PC1 to connect to ANY host at port 63392 And then someone else in your company wants to try LFS, new update: Allow ANY pc to connect to ANY host at port 63392 OK, not too bad. Outbound traffic to a specific port is usually granted already (e.g. to be able to browse the Internet you must be able to use port 80 (http)). But LFS can use any port and now you will dig a real hole in the firewall: Allow ANY pc to connect to ANY host at ANY port. Most company firewall operators do not want to use “Any”, as this gives no control. 3x ANY in one line is something you really don’t want. Therefore, playing LFS behind a company firewall can be very hard. Hosting LFS behind a company firewall will usually be impossible... Allow all out deny all in setup is actually a very good firewall for home use, but if you download a program, lets call it Crack.exe, that really is a small program recording your bank account information, and sending it to a host outside, you will never see it, without a Personal Firewall. But … who runs software downloaded from the net without running a virus-scan? ;) Lets move on to “Hosting LFS with a firewall”. === LFS Hosting with a firewall === WARNING This chapter is also tuff one... Because of DENY ALL IN rule, you must set up a rule for your LFS host. Your firewall must let incoming traffic to port 63392 (default LFS, or any other port you decided to use in server configuration) pass thru. Remember that LFS is using both TCP and UDP protocols. The rule will look something like: Allow ANY Source IP to connect to your LFS host IP at port 63392 (using both TCP and UDP). Some firewalls have problems with UDP. If this is the issue, your host will be visible on the master list, but no one will be able to connect. I would recommend to disable the personal firewall when testing, especially if you are behind a router with NAT. Just remember to enable it when done testing. (For home users with residential gateways this would mean pulling cables and changing setups. I wouldn’t recommend that. If you are setting up the server behind a home gateway, I guess the best way to test would be to have a friend that you can call and ask to try and connect to your server.) Problems with the firewall can be hard to diagnose, very often it “just don’t work” with no error messages. You might be able to see blocked traffic in your routers log though, look for message that packet sent to port 63392 (or your chosen LFS port) was blocked. Now we should be able to understand “why we need port mapping” === Why we need port mapping === When hosting, you want other people to be able to connect to your LFS host. Going back to the Router with NAT example: [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] – The router just blocks all traffic from the outside. So we need to create a port mapping to tell the router that this is traffic we want to deal with. A port mapping tells the router that all traffic from the outside to port 63392 (default for LFS) will be sent to an IP on the inside at port 63392. [PC1] -- [PC2] -- [Router with NAT] <-- [Internet] <-- [Computer running LFS] [PC3] <-- Remember: The port mapping must include both TCP and UDP How this is set up depends on your router. Most home routers provide a web interface to configure the router; some have a separate program running on your PC for configuration. Some routers also have the possibility to use “telnet” to change the configuration (start – run – cmd – telnet 10.0.0.1 (or 192.168.0.1 or 192.168.1.1 or any other IP address of your router)) Read the manual, check your ISP's faq, ask your ISP. Most home gateways will let you set them up via web interface. Open your web browser and enter http://192.168.0.1 (or other possible addresses). You will almost certainly be asked for username and password by the router. If you don’t know the password for your router configuration you have three options: 1) Your password is the default factory one: Check you router manual to find out the default password and change it. 2) Your password is not default one and you never changed it yourself: This is most common with routers that were provided by your ISP as part of the service. ISP sometimes sets their own passwords, so that you cannot change the configuration and complain to customer support about it. You will have to talk to your ISP customer support in that case. 3) You changed your password, but forgot it: This is the worst case. You can reset the password by doing the “hard reset” procedure on router to reset to defaults. DON’T DO THIS UNLESS YOU KNOW ALL ABOUT YOUR ROUTER! Resetting the router means all configuration needs to be entered again. See the “routers guide” and check if your router is in there. Problems? LFS is using a very high port. Some routers use a high range for “outgoing NAT”. Some ISPs also reserve these high ports for their internal use. If your router/ISP does this you must: Exclude the “LFS range” from the “outgoing NAT” range or Use a lower port for LFS Some ISPs force your router to change IP every now and then. This is not good for the clients connected when this happens, but (AFAIK) the LFS host reconnects to the master server and updates its new IP. === Routers guide === Here I have a plan to add guides to set up port mapping on specific routers... See here how to forward ports on your hardware firewall/router<br> http://portforward.com/routers.htm Netopia 4542 router D-link 804HV Setting up a LFS Host Technical background Here I have tried to collect some words about hosting, and LFS.. TCP and UDP in LFS (By Scawen) The TCP connection of course has to work because the in-sync game code relies on TCP, as everything needs to match, and stay in sync. But the position updates (PosPackets) don't match perfectly, because they are run without delay (there is always "error" in remote car positions - seen as warping - because of inevitable time delay) and that system uses UDP packets because they are quicker but do suffer from packet loss and it's better to forget about ones that didn't arrive and just use the next packet that does arrive). However, guests which are failing to receive UDP packets can request the host to send TCP PosPackets to the guest, and it will do so. But guests *never* send TCP PosPackets to the host. That's because sometimes guests are behind firewalls and for some reason can't receive UDP packets sent back to them - and another problem that a UDP connection that worked at first can later be "forgotten" by the router for some reason. However, they can always *send* UDP packets to the host, because the host must be properly set up on the internet, so the problem of losing the UDP connection in that direction shouldn't arise. So... in summary, it can work if the guest can't *receive* UDP packets, in which case it will request the PosPackets to be sent to it in TCP packets, but it must be able to *send* UDP packets because there is no fallback system in that direction. Ranges used for LAN games (aka. IETF private IP ranges): (By Scawen) These are the ranges : 10.x.x.x 192.168.x.x 172.16-31.x.x More info: http://www.suse.de/~mha/linux-ip-nat/diplom/ Why other ranges do not work: (by scawen) That's because direct connection is restricted to local networks. It's a security measure so that people who want to play on the Internet must go through the master server (not connect direct by IP, but they can simply connect by “name” to a "hidden" game for the same effect - this stops people with a hacked version being able to happily race over the internet). So I’ve researched the special IP addresses, which are reserved for local networks and allowed direct connection for those addresses. I don't really know why your network is using addresses outside the reserved IP address ranges. I guess there may be a good reason or else someone just chose the 200.x.x.x range because it sounded good? Don't know much about that really but you might not be able to connect to some "real" IP addresses in that range, and I guess that's why there are some special reserved ranges. {{Guides}} <!-- 他言語へのリンク --> [[de:Dedizierter Server]] [[en:Hosting]] [[hu:Hosztolás]] 432d56775d744f496f1f2d7bdab03abda84a2b07 初心者への注意 0 1442 2459 2440 2017-06-07T08:29:34Z Skylinekakkoii 57 /* 英語が得意でない方へ */ wikitext text/x-wiki == ルールを把握する == どのような競技でも、ルールを把握することはとても大事なことです。まずは [[クリーンなレースをするために]] をよく読み、これを守りましょう。 == 挨拶 == どのホストに接続する場合でも、簡単なものでも構わないので、挨拶はきちんとしましょう。(例:hi/byeなど) 挨拶をすることで、コミュニュケーションを取る意思があることを表すことができます。また、挨拶を行わないプレイヤーに対してKICKやBANなどの処置をとるホストが一部存在するので注意しましょう。 == フラッグの意味 == レースにおいて、フラッグの意味を理解せず走行を続けることはとても危険であり、他のプレイヤーに迷惑を掛けることとなります。フラッグの意味をよく理解して、クラッシュなどのトラブルを避けるようドライブしましょう。 === イエローフラッグ === 前方に事故車、もしくは低速走行中の車がいるため、注意して走行しなければならないことを意味します。 場合によってはスローダウンする必要があります。 イエローフラッグが振られている間は、原則として追い越しを行ってはなりません。 === ブルーフラッグ === あなたが周回遅れのときに、後方からあなたよりも速く走行している車が来ていることを意味します。 ただちにラインを空け、その車に譲る必要があります。 === チェッカーフラッグ === セッション(レース) が終了したことを意味します。 チェッカーフラッグを受けたドライバーは安全な速度まで減速し、ピットなどに戻らなくてはなりません。 チェッカーフラッグを受けたのち、再度チェッカーフラッグを振られることをダブルチェッカーといい、ペナルティが課せられることがあります。 === その他のフラッグ === LFSで用意されているデフォルトのフラッグは以上の3つですが、ホストによってはより多くのフラッグが用意されていることがあります。 それぞれ何を意味しているか事前に確認し、レースを安全に行うことを心掛けましょう。 == 英語が得意でない方へ == LFSはイギリスで制作されているレーシングシミュレーターです。そのため、コミュニケーションは基本的に英語で行う場合が多いです。(ホストによっては、メインチャット上での会話は英語で行うことを義務付けている場合があります。) 他の日本人プレイヤーと日本語で会話をすることは、その他のプレイヤーにとって不快となることがあります。日本のサーバーでない限り、プライベートメッセージを使用するなどの配慮を行いましょう。 また、クラッシュされたときなど、無闇やたらと他のプレイヤーを罵るようなことをしてはいけません。正しい英語を用いて、フェアなレースを行うように心がけましょう。 a24d4fd97cd35aa1411d745620ed650809601010 2500 2459 2018-05-13T17:07:27Z Skylinekakkoii 57 wikitext text/x-wiki == ルールを把握する == どのような競技でも、ルールを把握することはとても大事なことです。まずは [[クリーンなレースをするために]] をよく読み、これを守りましょう。 == 挨拶 == どのホストに接続する場合でも、簡単なものでも構わないので、挨拶はきちんとしましょう。(例:hi/byeなど) 挨拶をすることで、コミュニュケーションを取る意思があることを表すことができます。また、挨拶を行わないプレイヤーに対してKICKやBANなどの処置をとるホストが一部存在するので注意しましょう。 == フラッグの意味 == レースにおいて、フラッグの意味を理解せず走行を続けることはとても危険であり、他のプレイヤーに迷惑を掛けることとなります。フラッグの意味をよく理解して、クラッシュなどのトラブルを避けるようドライブしましょう。 === イエローフラッグ === 前方に事故車、もしくは低速走行中の車がいるため、注意して走行しなければならないことを意味します。 場合によってはスローダウンする必要があります。 イエローフラッグが振られている間は、原則として追い越しを行ってはなりません。 === ブルーフラッグ === あなたが周回遅れのときに、後方からあなたよりも速く走行している車が来ていることを意味します。 ただちにラインを空け、その車に譲る必要があります。 === チェッカーフラッグ === セッション(レース) が終了したことを意味します。 チェッカーフラッグを受けたドライバーは安全な速度まで減速し、ピットなどに戻らなくてはなりません。 チェッカーフラッグを受けたのち、再度チェッカーフラッグを振られることをダブルチェッカーといい、ペナルティが課せられることがあります。 === その他のフラッグ === LFSで用意されているデフォルトのフラッグは以上の3つですが、ホストによってはより多くのフラッグが用意されていることがあります。 それぞれ何を意味しているか事前に確認し、レースを安全に行うことを心掛けましょう。 == 英語が得意でない方へ == LFSはイギリスで制作されているレーシングシミュレーターであり、様々な国のプレイヤーが存在しています。そのため、コミュニケーションは主に英語で行われます。 他の日本人プレイヤーと日本語で会話をすることは、その他のプレイヤーにとって不快となることがあります。日本人向けのサーバーでない限り、プライベートメッセージを使用するなどの配慮を行いましょう。(ホストによっては、メインチャット上での会話は英語で行うことを義務付けている場合があります。) また、クラッシュされたときなど、無闇やたらと他のプレイヤーを罵るようなことをしてはいけません。正しい英語を用いて、フェアなレースを行うように心がけましょう。 ea115775f49aa60fbef29a9a64e2989ab485bf0d ムービー作成 チュートリアル 0 1494 2460 2449 2017-06-09T14:32:05Z Skylinekakkoii 57 /* アドバイス */ 和訳 wikitext text/x-wiki By [https://www.lfs.net/profile/30952 (SaM)] 動画を作るおつもりですか?ここを読めばどのようにすれば良いかわかると思います。 '''注意:''' 以下は英語圏向けに作られたものを翻訳しているチュートリアルです。日本人向けにはより適したソフトがあるかと思われますので、ご存知の方は編集をお願い致します。 == 録画 == * まず[http://www.fraps.com Fraps]を起動します。フルサイズの30fps(動画がカクつくようであればより低く設定しましょう)に設定し、録画モードにしましょう。 * 次にLFSを起動します。Options -> Misc より、フレームレートを30fpsを上限に設定しましょう。 * リプレイを再生します。(必要であれば、Shit+Uを押し、ユーザーカメラを設定しましょう。Press Follow car: (PLAYER) to let the camera follow the nearest car. Press SPACE to remove the usercam menu.) * Press SHIFT + F to remove the on-screen displays. Press SHIFT + F for the second time and it will disable the chat and the replay timeline. * Press F2 to slow down the replay at 0.5 speed. * Press the record button you specified in Fraps. When finished, stop recording with the same button. * [http://virtualdub.sourceforge.net/ VirtualDub]を起動します。録画したaviファイルを開きましょう。Go to '''Video > Frame rate'''. Click on Process every other frame and press OK, or click on 'Change to [ ] frames per second' and put down the double amount of fps you set Fraps to. The last option will give the video more fps but you will only notice the difference if you will use slowmotion on this clip in the movie. This is because movies generally dont have more than 30fps. * To reclaim the distorted sound from the video, in VirtualDub, go to '''Audio > Full Processing Mode, Audio > Use Advanced Filters, Audio > Filters...''' . Click 'Add', and select the Filters: '''Input > New Rate > Resample > Output'''. Click on the 'New Rate' filter, and then press the configure button, and finally, double the existing Frequency value. * If this is all the movie needs, 1 clip, go to Video > Compression and choose one of the codecs (XviD or DivX are recommended). Press F7 to save it and it's done. * If you want to edit this clip together with some other clips into a movie, press F7 without compressing it and save it. Now it's time for editing. == 編集 == Adobe Premiere Proをお持ちで動画編集の基本をご存知の方はそちらをご使用ください。Premiereを使えるのであればこの説明を読む必要はありません!もし使い方を知らないのであれば、スタートメニューから見つけることができる、Windowsムービーメーカーから始めましょう。 よりプロフェッショナルな動画編集をしたいのであれば、Premiereを使いましょう。 あなたが撮影したクリップを正しい順序でインポートし、短くしたり長くしたり、必要であればトランジションを追加しましょう。トランジションを使用する際には、ディゾルブか黒画面へのフェードイン/アウトを使いましょう。それ以外はプロのように見えない場合が多いです。必要であればタイトルやクレジットを追加し、全ての作業が終わったら動画を保存して終了しましょう。 == 編集 (aviSynth) == 他にある素晴らしい(しかも無料な)動画編集ソフトとして、aviSynthが挙げられます。AviSynthは正確には、それだけで起動するプログラムではありません。基本的にはフレームサーバーをインストールします。このフレームサーバーはあなたのスクリプトを読み込み、VirtualDubなどのプログラムへフレームを受け渡します。There is also a IDE that you can download that allows you to see the different commands that you can use to modify your video. #インストール ##まずはじめに、上記で説明されているように、VirtualDubをダウンロードし、インストールする必要があります。 ##次に、[http://sourceforge.net/project/showfiles.php?group_id=57023 AviSynth Sourceforge ページ]へアクセスし、最新版のプログラムをダウンロードします。また、AviSynthのスクリプトを編集する、AVSEditというソフトウェアをインストールしましょう。 ##最後に両方のプログラムをあなたのパソコンへインストールします。 #最初の動画 ##[[ムービー作成 チュートリアル#録画|録画セクション]]での説明を参考に、LFSから動画の「クリップ」を録画しましょう。3つのクリップを撮影すると良いでしょう。 ##AviSynthスクリプトを作成し、プレビューを見てみましょう: ##*ダウンロードしたのであれば、AVSEditを起動しましょう。そうでなければメモ帳を起動しましょう。 ##*<tt>clip1 = DirectShowSource("F:\fraps\clip1.avi")</tt>と入力しましょう。ファイルのパスは自分のものへ変更してください。 ##*同じことを残ったクリップにも繰り返します。ただし、<tt>clip1</tt>の代わりに、<tt>clip2</tt>といったように別の値へ変更してください。 ##*When you are finished typing in all of the video clips, and assigning them to variables, the last thing to do for our simple movie is join all of our clips. When you do not assign the results of a function to a variable, then the data is "returned" to the frameserver, which generates your video. So, type in <tt>UnAlignedSplice(clip1, clip2, clip3)</tt> and, for any remaining clips just add them into the function, using a comma to separate them. ##*Now, we will render our script using VirtualDub. Go to File>Save, and save your script as anything ending in ".avs". Now, open up VirtualDub. All you have to do is drag the script from wherever you saved it onto the program. All you have to do once you want to save the video, is follow the directions for compression in the [[ムービー作成 チュートリアル#録画|Recording]] section of this page. == アドバイス == 視聴者にわかりやすい動画を作ることが重要です。どんな動画を作りたいのかを意識しましょう。クールなアクションを含んだかっこいい動画であれば、1ショットを短く表示し、ハイテンポな曲を選びましょう。ただしこの場合は、乱雑にならないように注意しないと、たくさんのことが同時に起こっているように見え、何が起こっているのかわからなくなってしまいます。 もっと落ち着いた動画を作るのであれば、アクションを綺麗に録画することに集中しましょう。スタイリッシュなカメラポジションや、カメラの動きなどを使うとよいでしょう。 これらはとても当然のように思われますが、忘れられがちです。良い動画には、全てに意味があります。 Make the editing and effects the same as the kind of movie. Watch the movie every now and then when you make progress and think what it would be like if you were a viewer. What would he expect and what would he like to see. To stop messages from being displayed in Multiplayer replays, open up cfg.txt wich is in the LFS folder. Search for 'MPR Message Block' and change it to 1, change it back to 0 afterwards if you want. Remeber to save it when LFS isnt running. Shift+U からアクセスできるユーザーカメラでのコツは、広すぎる視野角を避けることです。90°以上は広すぎます。90°より小さい値をしておくとズームしているように見え、見栄えが良くなります。 Also, use at least some View smoothing to make the movement of the camera go more dynamic and not instant. A low movement speed is also recommended, I use something around 3 to 20m/s. もう一つのアドバイスとしては、連続性を持たせることです。巻き戻しは行わないようにしましょう (フラッシュバックのようなエフェクトを掛けたい場合を除く)。 Good luck and have fun! {{Guides}} <!-- 他言語へのリンク --> [[de:Movie Tutorial]] [[en:Movie Tutorial]] 86aae1e60d27c2047f2aa62dde978843a6b227a7 InSim チュートリアル 0 1431 2461 1884 2017-06-09T15:22:28Z Skylinekakkoii 57 wikitext text/x-wiki {{Historical}} == Information == The Tutorials section is meant to become a collection of tutorials on how to connect to InSim using various programming languages. I know that of course there are lots of precompiled software packages (like JInSim for Java, FullMotion.LiveForSpeed for C# and so on) on the LfSForum and lots of them are also very good, but you do not really learn how to use InSim if you use precompiled packages. So each section of this page should be for one programming language and should contain the following subsections: # Datatypes # How to build/parse packets # Connecting to InSim # Disconnecting from InSim # Easy example == Tutorials == Tutorials are available for the following programming languages: [[InSim PHP5-Tutorial|PHP5]] == InSim Relay usage information == The InSim Relay is a service that can connect to your LFS host via InSim and relay the InSim information sent by your host, to anyone who connects to the InSim Relay. This relayed data can be used by programmers for various things, such as the LFS Spectator (remote viewing of a race) and race-tracking to store race information and statistics. To have your host connected to the Relay, see this page on LFS World: http://www.lfsworld.net/?win=hosts&whichTab=insim_relay The rest of this document is only for programmers who want to know how to connect with the InSim Relay, so they can make use of the available data.<br> NEW : you can now also connect various other insim mods via the relay, because you can 'connect' to a host with an admin password. See the bottom of this document for which packets are allowed to send. === Connecting to the InSim Relay === The network protocol used with the Relay is UDP and it is located at isrelay.liveforspeed.net port 47474 Connecting to the Relay is done with the CCN packet. To connect, make sure bit 0 of the flags is set, which means 'connect to relay'. The CCN packet is a multifunctional packet. It is used to connect to the Relay, request a list of available hosts and set various options. <br>Here is the struct of the connection packet: <pre> struct ClientConnection { char Id [4]; // CCN + zero (\0) byte Flags; // Bit flags for options and 'connect' flag byte Spare; // spare1 byte Spare; // spare2 byte Spare; // spare2 } Flags in CCN packet: #define ISR_CONNECT 1 // bit 0 : 'connect' flag. Must be set to connect to Relay #define ISR_HOSTLIST 2 // bit 1 : if set, you will get a list of hosts returned #define ISR_NOMCI 4 // bit 2 : if set, you will not receive MCI packets #define ISR_VERIFY 8 // bit 3 : if set, 'guaranteed delivery' will be on </pre> The CCN packet with bit 0 set _must_ be your first packet, otherwise your packets will be ignored. To acknowledge that the connection was successful, an ACK packet is sent, if you didn't already request a hostlist in your initial CCN packet.<br> You can additionally send a CCN packet at any time, to toggle NOMCI and/or VERIFY and to request a hostlist even while still being connected to a host.<br> A note about guaranteed delivery; it works exactly like with normal InSim guaranteed delivery, so if you don't know how it works, please look in the Insim.txt that comes with LFS. There is one official case where connecting might fail; when the Relay has reached its maximum number of users.<br> In that case, the Relay will send an ERR packet. The ERR packet also has some other error message purposes. <pre> struct ErrorMessage { char Id [4]; // ERR + zero byte ErrNo; // number of the error byte Spare; // spare1 byte Spare; // spare2 byte Spare; // spare2 } </pre> ErrNo meanings:<br> 1 - Invalid Spectatorpassword given<br> 2 - Relay has reached maximum number of clients<br> 3 - Non-existent hostname given in HOS packet === Receiving the hostlist === When you have requested a list of hosts with bit 1 of the flags in the CCN packet, you will receive a list of hosts. The result packet(s) is/are identified by the CHL id. Every CHL packet contains a maximum of 8 hosts and their respective information. If there are more than 8 hosts available to select from, you will receive multiple CHL packets. You can determine how many CHL packets you should expect by reading the 'total hosts' word in every CHL packet (this number is the same in every CHL packet). You can determine the amount of hosts listed in a CHL packet, by the length of the packet. <pre> struct ClientgetHostList { char Id [4]; // CHL + zero word NrHosts; // Number of total available hosts byte Spare; // Spare1 byte Spare; // Spare2 char Host [32]; // Hostname(s) (min: 1 / max 8 hostnames - check the length of this packet) byte NrRacers; // Number of racers on a host byte Specpass; // 1 if host requires a spectator password } </pre> An example of the order things in this packet:<br> 3 hosts listed in this packet: host1[32].host2[32].host3[32].421110 host1 has 4 racers and requires a specpass<br> host2 has 2 racers and required a specpass<br> host3 has 1 racer and does not require a specpass === Select a host to receive InSim data from === To start receiving InSim packets from a host, you must select the host with a HOS packet: <pre> struct SelectHost { char Id [4]; // HOS + zero char Host [32]; // hostname char Specpass[24]; // spectator password char Adminpass[16]; // admin password } </pre> Note that both the full hostname and ^-stripped/converted hostname can be used. ex. "^1EXAMPLE^v^7HOST ^11" or "EXAMPLE|HOST 1" === Maintaining a connection to the Relay === If the relay has not received any data from a client in 60 seconds, the Relay will close the connection with the client. To prevent this from happening, the client can send ACK packets every 20 seconds, in case nothing else has been sent to the Relay. <pre> struct Acknowledge { char Id [4]; // ACK + zero } </pre> If you need to, you can optionally add 4 null bytes, but it's not required for the relay to recognise the ACK packet. The same goes for the other way around. The Relay will send ACK packets to your client in case nothing has been sent in 20 seconds. You can make your client assume that the Relay is offline, if you didn't receive anything from the relay during 60 seconds. === Closing a connection (client side) === When the client closes, it's nice to have it send a 'close' instruction to the Relay: <pre> struct ClientClose { char Id [4]; // ISC + zero } </pre> If you need to, you can optionally add 4 null bytes, but it's not required for the relay to recognise the ISC packet. === Closing a connection (relay side) === If the relay needs to "close" your connection for whatever reason or if the relay goes offline, it will send a packet to notify that you will need to try to connect again with the CCN packet. <pre> struct ClientTerminate { char Id [4]; // CTM + zero } </pre> === Public requests for host information === A client can request some information from a host by sending the relay one of the following InSim packets: SST<br> ISM<br> VER<br> GTH<br> NPL<br> RES These packets are regular InSim packets, so for their structs, please see the insim.txt file included with every distribution of S2 or the S2 dedicated host. === Admin-only control packets === If you have connected to a host with the adminpassword set (in the HOS packet), you are allowed to send some control packets: VTC<br> SCH<br> MST<br> MTC These packets are regular InSim packets, so for their structs, please see the insim.txt file included with every distribution of S2 or the S2 dedicated host. === List of escape codes === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^L = Latin 1<br> ^G = Greek<br> ^C = Cyrillic<br> ^J = Japanese<br> ^E = Central Europe<br> ^T = Turkish<br> ^B = Baltic<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. {{Guides}} <!-- links to other languages --> [[de:InSim Tutorials]] [[en:InSim Tutorials]] 790d9944b3627d5fa9c4ee3fc6c6755114abd82f メインページ 0 1 2462 2445 2017-06-09T15:23:24Z Skylinekakkoii 57 wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #ドライビングガイド #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーンなレースをするために]] #*[[初心者への注意]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロスエディタ]] #*[[ムービー作成 チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #[[LFS プログラミング]] #*[[InSim]] #*[[InSim Relay]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] e788a5693317e66a5765cf210ba4a60d613ebc06 2470 2462 2017-06-11T12:01:55Z Skylinekakkoii 57 /* 目次 */ wikitext text/x-wiki {| style="width:100%; background-color:transparent;" |- | width="100%" style="vertical-align:top; border:1px solid #ccc; background:#fff; padding:0.3em 1em 0.7em 1em;" colspan="2" | == '''LFSマニュアル Wikiへようこそ!''' == [[画像:Lfss2.jpg|right|400px]] このWikiは[https://ja.wikipedia.org/Wikipedia Wikipedia]と同様の機能を持っています。 LFS ライセンスアカウントを持っている方なら誰でもこのページを編集することが可能です。 ページ先頭の 編集 リンクをクリックすれば、ほとんどすべての記事を今すぐに編集することができます。 LFSのユーザ名とWebパスワードでログインできます。 後から元に戻したりすることも出来るので、是非編集してみて下さい! Wikiの編集方法は、[https://ja.wikipedia.org/wiki/Help:%E3%83%9A%E3%83%BC%E3%82%B8%E3%81%AE%E7%B7%A8%E9%9B%86 こちら]より確認出来ます。 == 目次 == [[Image:S1cover2_jp.jpg|right|400px]] #[[はじめに]] #[[ゲームモード]] #[[オプション]] #[[画面表示]] #[[カメラ視点]] #[[キーコンフィグ]] #[[車種]] #[[サーキット]] #ドライビングガイド #*[[基本ドライビングガイド]] #*[[応用ドライビングガイド]] #*[[ドリフトガイド]] #[[クリーンなレースをするために]] #*[[初心者への注意]] #[[ガイド]] #*[[基本セットアップガイド]] #*[[応用セットアップガイド]] #*[[テクニカルリファレンス]] #*[[スキン作成 チュートリアル]] #*[[オートクロスエディタ]] #*[[ムービー作成 チュートリアル]] #*[[スクリプト作成]] #[[Host チュートリアル]] #[[LFS プログラミング]] #*[[InSim]] #*[[InSim Relay]] #*[[LFS World ステータス]] #*[[ファイルフォーマット]] #ツール #*[[テレメトリー]] #*[[ホットラップアナライザー]] #*[[その他ツール]] #[[FAQ]] #*[[レーシング ホイール]] #*[[ゲームパッド]] #[[その他]] #*[[LFSについて]] #*[[リンク]] #*[[LFS World]] #*[[用語集]] #*[[略語集]] #*[[バージョンの歴史]] #*[[クレジット]] <!-- 他言語へのリンク --> [[cs:]] [[da:]] [[de:]] [[en:]] [[es:]] [[fr:]] [[hu:]] [[hr:]] [[it:]] [[nl:]] [[no:]] [[pl:]] [[pt:]] [[ru:]] [[fi:]] [[sv:]] 93ff9f9567d6ba1c8a1049e4e581c4924d238b5d InSim 0 1558 2463 2017-06-09T15:26:50Z Skylinekakkoii 57 英版コピー wikitext text/x-wiki == InSim == InSim is a protocol which allows an external program to communicate with Live for Speed. It allows you to create a socket connection with the game and to send and receive packets of data. The InSim protocol describes how each of these packets is formatted, and any programming language which can create a network connection and send and receive strings of binary data can interface with it. The official documentation is included in the file [[InSim.txt]], found in the games doc folder. It consists of a C++ header file that contains the definition for each packet, as well as comments from Scawen as to how each should be used. The documentation here is intended as an ancillary to this file. == UDP vs TCP == InSim supports both UDP and TCP connections. In UDP mode only a single connection can be made, however up to eight connections can be made to the game in TCP. Whether connected in TCP or UDP, it's possible to specify a separate UDP socket for receiving car position updates, such as [[IS_MCI]] and [[IS_NLP]]. == InSim の例 == How you go about creating an InSim connection is of course dependent on which programming language you are using, but here we make an attempt to document the process with some examples from the popular [http://www.python.org/ Python programming language]. As mentioned above any language capable of making a socket connection can be used to interface with LFS, however the principle remain the same regardless. === コネクションの作成 === First of all we must establish a socket connection with the game, in this case in TCP. <big><pre># Import Python's socket module. import socket # Initialise the socket in TCP mode. sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM) # Connect to LFS. sock.connect(('localhost', 29999))</pre></big> === Initialising InSim === After establishing the connection we must initialise the InSim system by sending the [[IS_ISI]] packet. Before we can do this however we must first intitailse InSim within LFS itself. To do this start the game and enter the chat command "/insim 29999". The port number used can be any valid port, but 29999 generally tends to be the accepted default. Here is the definition for the [[IS_ISI]] packet from [[InSim.txt]]. <big><pre>struct IS_ISI // InSim Init - packet to initialise the InSim system { byte Size; // 44 byte Type; // ISP_ISI byte ReqI; // If non-zero LFS will send an IS_VER packet byte Zero; // 0 word UDPPort; // Port for UDP replies from LFS (0 to 65535) word Flags; // Bit flags for options (see below) byte Sp0; // 0 byte Prefix; // Special host message prefix character word Interval; // Time in ms between NLP or MCI (0 = none) char Admin[16]; // Admin password (if set in LFS) char IName[16]; // A short name for your program };</pre></big> Each InSim packet begins with a header, consisting of 4 bytes. The first byte is the size of the packet, followed by the packet type from the ISP_ enumeration, and then the ReqI (standing for Request Id). Whenever a request is made to LFS the value of the ReqI must be set to non-zero, whereby LFS will reply with the same value set in the ReqI of the requested packet. Finally the fourth byte varies depending on the type of packet in question, which in this case is blank. As you can see the [[IS_ISI]] packet contains various options and flags that are used when initialising the InSim system. We must pack this data into a binary formatted string to send it to LFS. <big><pre># Import Python's struct module, which allows us to pack and unpack strings. import struct # Pack the IS_ISI data into a string. isi = struct.pack('BBBBHHBcH16s16s', 44, # Size 1, # Type 1, # ReqI 0, # Zero 0, # UDPPort 0, # Flags 0, # Sp0 ' ', # Prefix 0, # Interval 'password', # Admin 'MyProgram',) # IName # Send the string to InSim sock.send(isi)</pre></big> === Receiving Data === After creating the connection and initialising InSim we must then setup the packet receive loop. As data in TCP mode is sent as a constant stream of data, multiple packets may arrive in a single receive call and some packets may arrive incomplete. This means we must store all incoming data in a buffer and then read each packet out when we are sure it is complete. <big><pre># We use a string as the buffer. buffer = '' while True: # Receive up to 1024 bytes of data. data = sock.recv(1024) # If no data is received the connection has closed. if data: # Append received data onto the buffer. buffer += data # Loop through each completed packet in the buffer. The first byte of # each packet is the packet size, so check that the length of the # buffer is at least the size of the first packet. while len(buffer) > 0 and len(buffer) > ord(buffer[0]): # Copy the packet from the buffer. packet = buffer[:ord(buffer[0])] # Remove the packet from the buffer. buffer = buffer[ord(buffer[0]):] # The packet is now complete! :) # doSomethingWithPacket(packet) else: break # Release the socket. sock.close()</pre></big> === Unpacking Packets === Once we have received the packet data as a binary formatted string, we then have to unpack this data into a format which is useful to us. In our previous example when we sent the [[IS_ISI]] initailisation packet, we set the ReqI to non-zero, meaning that LFS responded with an [[IS_VER]] version packet, however we didn't do anything with it. Firstly lets look at the definition for the [[IS_VER]] packet from [[InSim.txt]]. <big><pre>struct IS_VER // VERsion { byte Size; // 20 byte Type; // ISP_VERSION byte ReqI; // ReqI as received in the request packet byte Zero; char Version[8]; // LFS version, e.g. 0.3G char Product[6]; // Product : DEMO or S1 word InSimVer; // InSim Version : increased when InSim packets change }; </pre></big> Now lets look at how we would unpack that data in Python. <big><pre># Import Python's struct module. import struct # Unpack the binary formatted packet data into the values we need. size, type, reqi, zero, version, product, insimver = struct.unpack('BBBB8s6sH', packet) # Check the InSim version. if insimver != 4: print 'Invalid InSim version!' sock.close() </pre></big> === Keep Alive === In order to keep the connection open LFS will send a "keep alive" packet every 30 or so seconds. This packet is an [[IS_TINY]] with a SubT (sub-type) of TINY_NONE. We must respond to this packet every time it is received in order to prevent the connection with InSim from timing-out. <big><pre># Some constants. ISP_TINY = 3 TINY_NONE = 0 # Check the packet type. if ord(packet[1]) == ISP_TINY: # Unpack the packet data. tiny = struct.unpack('BBBB', packet) # Check the SubT. if tiny[3] == TINY_NONE: # Send the keep alive packet back to LFS. sock.send(packet)</pre></big> === Further examples === You can see [[InSim_examples#Example_.231|the full example]] of this code as well as others on the [[InSim examples]] page. == InSim ライブラリ == Of course as the old adage goes you shouldn't try to reinvent the wheel (unless you're trying to learn more about wheels) and there are several mature InSim libraries available for use in your own code. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="5" style="background-color: #0066CC; color:#FFFFFF;" |'''InSim Libraries''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Library ! style="border: 1px solid #000000;" | Platform ! style="border: 1px solid #000000;" | License ! style="border: 1px solid #000000;" | web |- | [[LFSLib]] | .NET Framework | GPL | [http://sourceforge.net/projects/lfslibnet/ project page] |- | [[LFS_External]] | .NET Framework | Freeware | [http://www.lfsforum.net/showthread.php?t=30012 lfsforum thread] |- | [[JInSim]] | Java | Mozilla | [http://www.lfsforum.net/showthread.php?t=11568 lfsforum thread] |- | [[pyinsim]] | Python | LGPL | [http://www.lfsforum.net/showthread.php?t=70545 lfsforum thread] |- | [[CInSim]] | C/C++ | Freeware | [http://www.lfsforum.net/showthread.php?t=47717 lfsforum thread] |- | [[phplfs]] | PHP5 | Apache License V2.0 | [http://sourceforge.net/projects/phplfs/ project page] |- | [[PRISM]] | PHP7 | MIT | [https://www.lfs.net/forum/312-PHPInSimMod---PRISM lfsforum section] |- | [[InSim.NET]] | .NET Framework | LGPL | [http://www.lfsforum.net/showthread.php?t=68564 lfsforum thread] |} == InSim リファレンス == Here is an attempt to reference the complete InSim protocol. {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" ! colspan="3" style="background-color: #0066CC; color:#FFFFFF;" |'''Packet Reference''' |- style="background-color: #DFDFDF;" ! style="border: 1px solid #000000;" | Packet ! style="border: 1px solid #000000;" | Description ! style="border: 1px solid #000000;" | Type |- ! colspan="3" | '''Initialisation''' |- | [[IS_ISI]] | InSim initialisation | Instruction |- ! colspan="3" | '''General Purpose''' |- | [[IS_TINY]] | General purpose 4 byte packet | Both |- | [[IS_SMALL]] | General purpose 8 byte packet | Both |- ! colspan="3" | '''Version request''' |- | [[IS_VER]] | Version information | Info |- ! colspan="3" | '''State Reporting and Requests''' |- | [[IS_STA]] | Sent whenever the game state changes | Info |- | [[IS_SFP]] | Send to set various state options | Instruction |- ! colspan="3" | '''Screen Mode''' |- | [[IS_MOD]] | Send to change screen mode | Instruction |- ! colspan="3" | '''Text Messages and Key Presses''' |- | [[IS_MSO]] | System and user messages sent from LFS | Info |- | [[IS_III]] | User messages to host InSim | Info |- | [[IS_MST]] | Send LFS a message or command (64 characters) | Instruction |- | [[IS_MSX]] | Extended version of [[IS_MST]] (96 characters), not for commands | Instruction |- | [[IS_MSL]] | Send message to local game client | Instruction |- | [[IS_MTC]] | Send message to specific connection or player | Instruction |- | [[IS_SCH]] | Send single character or key press | Instruction |- ! colspan="3" | '''Multiplayer Notification''' |- | [[IS_ISM]] | Sent when starting or joining a host | Info |- | [[IS_NCI]] | Sent when host admin password is set, contains user IP and language data | Info |- ! colspan="3" | '''Vote Notify''' |- | [[IS_VTN]] | Notify of player vote (restart race, qualify etc..) | Info |- ! colspan="3" | '''Race Tracking''' |- | [[IS_RST]] | Race starting or restarting | Info |- | [[IS_NCN]] | New connection joining server | Info |- | [[IS_SLC]] | to report changes in car state (currently start or stop) | Info |- | [[IS_CSC]] | reports a connection's currently selected car | Info |- | [[IS_CNL]] | Connection left server | Info |- | [[IS_CPR]] | Player changed name | Info |- | [[IS_NPL]] | New player joining race, or leaving pits | Info |- | [[IS_PLP]] | Player pits (gone to garage screen) | Info |- | [[IS_PLL]] | Player left race (gone to spectate) | Info |- | [[IS_CRS]] | Car reset (pressed space bar) | Info |- | [[IS_JRR]] | can be used to reset or start a car at a specified location | Instruction |- | [[IS_LAP]] | Lap time completed | Info |- | [[IS_SPX]] | Split time completed | Info |- | [[IS_PIT]] | Pit stop started (at pit box) | Info |- | [[IS_PSF]] | Pit stop finished | Info |- | [[IS_PLA]] | Player entered pit lane (to pit or serve penalty) | Info |- | [[IS_CHH]] | Camera view changed (chase view, custom view etc..) | Info |- | [[IS_PEN]] | Penalty given or cleated | Info |- | [[IS_TOC]] | Player taken over another car (driver swap) | Info |- | [[IS_FLG]] | Player shown flag (yellow or blue) | Info |- | [[IS_PFL]] | Player flags changed (auto-gears, auto-clutch etc..) | Info |- | [[IS_FIN]] | Player finished race (crossed finish line) | Info |- | [[IS_RES]] | Player result awarded, confirmed finish | Info |- | [[IS_REO]] | Reorder starting grid | Both |- ! colspan="3" | '''Autocross''' |- | [[IS_AXI]] | Autocross layout loaded | Info |- | [[IS_AXO]] | Player hit autocross object | Info |- | [[IS_OCO]] | can be used to override specific or all start lights | Instruction |- | [[IS_UCO]] | sends info about InSim checkpoints and circles | Info |- ! colspan="3" | '''Car Tracking''' |- | [[IS_NLP]] | Players current node, lap and race position | Info |- | [[IS_MCI]] | More detailed version of [[IS_NLP]], world-coordinates, speed, angle and heading | Info |- ! colspan="3" | '''Camera Control''' |- | [[IS_SCC]] | Set viewed car and select camera | Instruction |- | [[IS_CPP]] | Set full camera position | Instruction |- ! colspan="3" | '''Replay Control''' |- | [[IS_RIP]] | Load replay and move to specific destination | Instruction |- ! colspan="3" | '''Screenshots''' |- | [[IS_SSH]] | Take a screenshot | Instruction |- ! colspan="3" | '''InSim Buttons''' |- | [[IS_BFN]] | Delete a button or all buttons | Instruction |- | [[IS_BTN]] | Send a button to the screen | Instruction |- | [[IS_BTC]] | Sent when a button is clicked | Info |- | [[IS_BTT]] | Sent when text is entered | Info |} <!-- 他言語へのリンク --> [[en:InSim]] 6e879d9438236645299b1b0ec3feb7373df05bd7 InSim Relay 0 1559 2464 2017-06-09T15:30:14Z Skylinekakkoii 57 英版コピー wikitext text/x-wiki == InSim Relay の用途 == The InSim Relay is a service that can connect to your LFS host via InSim and relay the InSim information sent by your host, to anyone who connects to the InSim Relay. This relayed data can be used by programmers for various things, such as the LFS Remote (remote viewing / adminning of a race) and race-tracking to store race information and statistics. To have your host connected to the Relay, see this page on LFS World: http://www.lfsworld.net/?win=hosts&whichTab=insim_relay The rest of this document is only for programmers who want to know how to connect to the InSim Relay, so they can make use of the available data. Source file information: [[InSim Relay source]]<br> === InSim Relay に接続する === The Relay code below can be seen as an extension to the regular InSim protocol, as the packets are constructed in the same manner as regular InSim packets and use their own identifiers. Connect your client to isrelay.lfs.net:47474 with TCP. After you are connected you can request a list of hosts, so you can see which hosts you can connect to. Then you can send a packet to the Relay to select a host. After that the Relay will send you all insim data from that host. Some hosts require a spectator password in order to be selectable. You do not need to specify a spectator password if you use a valid administrator password. If you connect with an administrator password, you can send just about every regular InSim packet there is available in LFS, just like as if you were connected to the host directly. For a full list, see end of document. === InSim Relay に使われているパケットタイプ === <pre> #define IRP_ARQ 250 // Send : request if we are host admin (after connecting to a host) #define IRP_ARP 251 // Receive : replies if you are admin (after connecting to a host) #define IRP_HLR 252 // Send : To request a hostlist #define IRP_HOS 253 // Receive : Hostlist info #define IRP_SEL 254 // Send : To select a host #define IRP_ERR 255 // Receive : An error number </pre> To request a hostlist from the Relay, send this packet : <pre> struct IR_HLR // HostList Request { byte Size; // 4 byte Type; // IRP_HLR byte ReqI; byte Sp0; }; </pre> That will return (multiple) packets containing hostnames and some information about them The following struct is a sub packet of the IR_HOS packet <pre> struct HInfo // Sub packet for IR_HOS. Contains host information { char HName[32]; // Name of the host char Track[6]; // Short track name byte Flags; // Info flags about the host - see NOTE 1) below byte NumConns; // Number of people on the host }; // NOTE 1) #define HOS_SPECPASS 1 // Host requires a spectator password #define HOS_LICENSED 2 // Bit is set if host is licensed #define HOS_S1 4 // Bit is set if host is S1 #define HOS_S2 8 // Bit is set if host is S2 #define HOS_FIRST 64 // info: http://www.lfsforum.net/showthread.php?p=1376118#post1376118 #define HOS_LAST 128 // info: http://www.lfsforum.net/showthread.php?p=1376118#post1376118 </pre> <pre> struct IR_HOS // Hostlist (hosts connected to the Relay) { byte Size; // 4 + NumHosts * 40 byte Type; // IRP_HOS byte ReqI; // As given in IR_HLR byte NumHosts; // Number of hosts described in this packet HInfo Info[6]; // Host info for every host in the Relay. 1 to 6 of these in a IR_HOS }; </pre> To select a host in the Relay, send this packet : <pre> struct IR_SEL // Relay select - packet to select a host, so relay starts sending you data. { byte Size; // 68 byte Type; // IRP_SEL byte ReqI; // If non-zero Relay will reply with an IS_VER packet byte Zero; // 0 char HName[32]; // Hostname to receive data from - may be colourcode stripped char Admin[16]; // Admin password (to gain admin access to host) char Spec[16]; // Spectator password (if host requires it) }; </pre> To request if we are an admin send: <pre> struct IR_ARQ // Admin Request { byte Size; // 4 byte Type; // IRP_ARQ byte ReqI; byte Sp0; }; </pre> Relay will reply to admin status request : <pre> struct IR_ARP // Admin Response { byte Size; // 4 byte Type; // IRP_ARP byte ReqI; byte Admin; // 0- no admin; 1- admin }; </pre> If you specify a wrong value, like invalid packet / hostname / adminpass / specpass, the Relay returns an error packet : <pre> struct IR_ERR { byte Size; // 4 byte Type; // IRP_ERR byte ReqI; // As given in RL_SEL, otherwise 0 byte ErrNo; // Error number - see NOTE 2) below }; // NOTE 2) Error numbers : #define IR_ERR_PACKET1 1 // Invalid packet sent by client (wrong structure / length) #define IR_ERR_PACKET2 2 // Invalid packet sent by client (packet was not allowed to be forwarded to host) #define IR_ERR_HOSTNAME 3 // Wrong hostname given by client #define IR_ERR_ADMIN 4 // Wrong admin pass given by client #define IR_ERR_SPEC 5 // Wrong spec pass given by client #define IR_ERR_NOSPEC 6 // Spectator pass required, but none given </pre> <b>Regular insim packets that a relay client can send to host :</b> For anyone<br> TINY_VER<br> TINY_PING<br> TINY_SCP<br> TINY_SST<br> TINY_GTH<br> TINY_ISM<br> TINY_NCN<br> TINY_NPL<br> TINY_RES<br> TINY_REO<br> TINY_RST<br> TINY_AXI<br> Admin only<br> TINY_VTC<br> ISP_MST<br> ISP_MSX<br> ISP_MSL<br> ISP_MTC<br> ISP_SCH<br> ISP_BFN<br> ISP_BTN<br> The relay will also accept, but not forward<br> TINY_NONE // for relay-connection maintenance === エスケープコードのリスト === ^v - |<br> ^a - *<br> ^c - :<br> ^d - \<br> ^s - /<br> ^q - ?<br> ^t - "<br> ^l - <<br> ^r - ><br> ^L = Latin 1 (CP1252)<br> ^G = Greek (ISO-8859-7)<br> ^C = Cyrillic (CP1251)<br> ^J = Japanese (Shift-JIS)<br> ^E = Central Europe (ISO-8859-2)<br> ^T = Turkish (ISO-8859-9)<br> ^B = Baltic (ISO-8859-13)<br> ^H = Traditional Chinese (CP936)<br> ^S = Simpified Chinese (CP949)<br> ^K = Korean (CP950)<br> ^0 - Black<br> ^1 - Red<br> ^2 - Light green<br> ^3 - Yellow<br> ^4 - Blue<br> ^5 - Purple<br> ^6 - Light blue<br> ^7 - White<br> ^8 - Dark green (default)<br> ^9 - Original text colour and codepage. {{Guides}} <!-- 他言語へのリンク --> [[en:InSim Relay]] [[ru:InSim Relay]] 7e56d15f29135dd7a054861c274f12d559faa405 FAQ 0 1436 2465 2434 2017-06-09T15:33:57Z Skylinekakkoii 57 /* リーグやコンペティションはありますか? */ wikitext text/x-wiki [[Image:Lfsfaq.gif|thumb|right|"空を飛ぶ車は他の地点へものを移動する効率的な方法とは言えない。" - ビル・ゲイツ]] このページはLive for Speedにおいて、よく聞かれる質問をまとめたものです。ここにはない質問をお持ちでしたら、[https://www.lfs.net/forum 公式 LFS Forum]をお試しください。 == LFSについて == === LFSって何ですか? === Live for Speed は本格的なレーシングシミュレーターです。アーケードモードは無く、ステアリングアシストもついていない (さらに、ホスト管理者が選択すればアーケード視点もなくなります) ので、実際の車のような感覚で運転しなければなりません。 LFSは、S1からS3までの3つのラインセンスを発売しています。Demoライセンスは無料ですので、無料でダウンロードして、オンラインプレイをすることができます。 LFSにはパブリッシャーがついていません。これは、開発者が自由に作ったり、変更したりできることを意味します。 === LFSは誰が開発しているの? === Scawen Roberts, Eric Bailey と Victor van Vlaardingen から構成される、小さな[[クレジット#Development_Team|開発チーム]]です。 開発チームは彼らだけです。LFSの後に会社(パブリッシャーなど)は存在しません。 <blockquote>''We haven't formed a company. Legally we are a [http://en.wikipedia.org/wiki/Partnership partnership] with the name "Live for Speed".'' - Scawen<br />''(私たちは会社を構成していません。私たちは合法的に、[https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%88%E3%83%8A%E3%83%BC%E3%82%B7%E3%83%83%E3%83%97 パートナーシップ]という関係を"Live for Speed"という名前で結んでいます。)''</blockquote> 2006年10月、Victor は恒久的に'Technical Support'を辞退しました (しかし、彼はLFSに、彼のペースで残りつづけることを予定しています)。彼のポジションにはScawenの妻である、Geraldineが就くこととなりました。彼女はVictorによる強大なサポートが得られる理想的なポジションへとつきました。 2007年5月、Victor は Yordise Merchandise を担当することになりました。これはLFSから公式に認可を受けた、[http://www.lfsshop.com/ Live for Speedブランドの服などを売るWebショップ]です。(現在は[https://www.lfs.net/forum/thread/89945-LFS-Merchandise-Super-Sale! 閉鎖]されています。) === 関係者を全員教えてくれませんか? === ここに書くには多すぎます。[[クレジット#Game_Credits|クレジット]]ページを見て下さい。 === どこでダウンロードできるの? === https://www.lfs.net/downloads/ === なんでこんなに面倒なの? === LFSは現在ある最高のレーシングシミュレーターのうちの一つです。一部の人は、これがベストだと考えていることでしょう。 その素晴らしい物理エンジンはリアルなハンドリングをもたらし、その素晴らしいネットコード(インターネットプログラム)は優れたオンラインレーシングを提供します。 LFSにはそれ以外にも、誰でも参加可能な、開発者たちと協力することができるフォーラムがあります。現在のパッチで見られるたくさんの機能の中には、フォーラムメンバーによって提案されたものがたくさんあります。 == リリース情報 == === いつどのようにLFSはリリースされたの? === 最初のLFSのパブリックバージョンは2002年にリリースされ、それからたくさんの機能がこのゲームに追加されてきました。ライセンス(車やコースなどのコンテンツをアンロックするもの)は、段階的に使用可能となってきました。 S1ライセンス は 2003-07-13 に使用可能になりました。<br /> S2ライセンス は 2005-06-25 に使用可能になりました。<br /> S3ライセンス は 2015-12-19 に使用可能になりました。 === LFSはいくらで買えるの? === 2016年12月31日から、全ての国は3つの価格帯(ライセンスカテゴリ)に分けられることになりました。 1つ目のカテゴリでの価格は以前と同じで、'''£12/ライセンスレベル'''です。(例: DemoからS1、S1からS2 など) 2つ目のカテゴリに住んでいる方々は、'''£9/ライセンスレベル'''となり、3つ目のカテゴリの方は'''£6/ライセンスレベル'''となります。 この変更についての詳細は [https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands こちら] 国ごとの価格は [https://www.lfs.net/shop/voucherselect こちら] から調べることができます。 '''訳注:''' 日本はPrice Band 1に分けられていますので、1ライセンスレベルにつき£12支払う必要があります。 [[File:Lfspricebands.png]] 各国通貨への価格変換: *£6 = [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=USD ~7$], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=EUR ~7EUR], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=AUD ~10AUD], [http://www.xe.com/ucc/convert.cgi?Amount=6.00&From=GBP&To=JPY ~860JPY] (2017-01-04 現在)<br /> *£12 = [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=USD ~15$], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=EUR ~14EUR], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=AUD ~20AUD], [http://www.xe.com/ucc/convert.cgi?Amount=12.00&From=GBP&To=JPY ~1730JPY] (2017-01-04 現在)<br /> *£24 = [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=USD ~30$], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=EUR ~28EUR], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=AUD ~41AUD], [http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=JPY ~3460JPY] (2017-01-04 現在)<br /> *£36 = [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=USD ~44$], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=EUR ~42EUR], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=AUD ~61AUD], [http://www.xe.com/ucc/convert.cgi?Amount=36.00&From=GBP&To=JPY ~5200JPY] (2017-01-04 現在)<br /> 他の通貨は、[http://www.xe.com/ucc/convert.cgi?Amount=24.00&From=GBP&To=GBP http://www.xe.com/ucc/] をご参照ください。 === S2での新機能は何? === S2はダメージ表現が追加された最初のバージョンです。 グラフィックと音の向上、ピットストップ、ドライバーチェンジ、新しい車とサーキットなどが追加されました。 プログラムは継続的にアップデートされます。 === どんな車やサーキットが収録されているの? === [[車種]] と [[サーキット]] をご参照ください。 === どうやって買えばいいの? === LFSライセンスは [https://www.lfs.net/shop/ こちら] から購入できます。クレジットカードか[https://www.paypal.com/ Paypal]で支払いが可能です。[https://ja.wikipedia.org/wiki/Skrill Skrill]も利用できます。イギリスにお住まいの方でしたら、小切手による購入もできます。 いくつかの国には、ローカライズされたショップがあります。そちらでは、銀行振込などのお支払い方法が用意されている場合があります。また、CDでLFSを販売している場合もあります。 === 私の国でLFSを入手できますか? === LFSは[https://www.lfs.net/shop/ 用意されている支払い方法]で支払いできる国であれば、どの国からでも購入することが出来ます。 いくつかの国では、ライセンスを購入できるローカルショップがあります。これらは上項をご覧ください。 === LFSにはパブリッシャーがついていますか? === いいえ。''"完全な自由のために、独立した状態を保つことが私たちの計画です。"'' == シミュレーション == === なんでDemoライセンスでは1つのサーキットと3台の車しか使えないの? === DemoはLFSがどのようなものかを確かめるものです。恐らく、より多くの車などのコンテンツがDemo版に含まれることをお望みかと思われますが、Demo版のコンテンツを増やすことは、開発者たちがより多くのコンテンツを作りだしていくことに対して逆効果となってしまいます。長期的に見れば売り上げを減らすことになるでしょう。彼らも生活をする必要があることを覚えておいてください。Demo版を充分に楽しんだら、その9999倍楽しいS2を入手することをお勧めします。また、[[Blackwood|Demo版のサーキット]] には4つのコース設定があることを覚えておいてください。3台の車があるので、12の組み合わせを楽しむことができます! === LFSの車はどの車をベースにしているの?=== LFSは現在、いくつかのライセンスを受けた実車を収録しています: * [http://fsae.mcgill.ca/en/indexen.htm# McGill Racing Team MRT5] (MRT) * [http://www.raceabout.fi/index2.php Raceabout '03] (RAC) * [https://ja.wikipedia.org/wiki/BMW%E3%82%B6%E3%82%A6%E3%83%90%E3%83%BC%E3%83%BBF1.06 BMW Sauber F1.06] (BF1) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BBBMW Formula BMW FB02] (FBM) * [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%AB%E3%82%AF%E3%82%B9%E3%83%AF%E3%83%BC%E3%82%B2%E3%83%B3%E3%83%BB%E3%82%B7%E3%83%AD%E3%83%83%E3%82%B3 Volkswagen Scirocco (3代目)] (公開予定日未定) (VWS) '''訳注:''' シロッコの収録予定は[https://www.lfs.net/forum/thread/51458 延期]されたようです。2017年現在、まだリリースされておらず、タイミングを完全に逃してしまっているので、恐らく今後収録されることはないでしょう。 以下のリストは公式のリストでも、ベースとされた車のリストでもありません。 フォーラムメンバーが、LFSオリジナルの車に関して、どの車に似ているかを考察したものです。 {| class="wikitable" ! UF 1000 (UF1) | [https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%8F%E3%83%84%E3%83%BB%E3%83%9F%E3%83%A9%E3%82%B8%E3%83%BC%E3%83%8E ダイハツ ミラジーノ]、[https://ja.wikipedia.org/wiki/%E3%83%9F%E3%83%8B_(BMC) ミニ] |- ! XF GTi | [https://ja.wikipedia.org/wiki/%E3%82%B7%E3%83%88%E3%83%AD%E3%82%A8%E3%83%B3%E3%83%BBAX シトロエン AX GTi] (全体的なデザイン、サイズ)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A3%E3%82%A2%E3%83%83%E3%83%88%E3%83%BB%E3%83%97%E3%83%B3%E3%83%88 フィアット プント(初代)] (インテリアとテールライト) |- ! XR GT | [https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BB%E3%82%B9%E3%82%BF%E3%83%AA%E3%82%AA%E3%83%B3 三菱スタリオン GX] (全体的なデザイン、自然吸気エンジン)、[https://ja.wikipedia.org/wiki/%E4%B8%89%E8%8F%B1%E3%83%BBGTO 三菱 GTO] (インテリア) |- ! XR GT Turbo | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:MitsuStarion.JPG 三菱 スタリオン GSR] (ワイドボディ) |- ! LX4 Edition (LX4) | [https://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%BC%E3%82%BF%E3%82%B9%E3%83%BB%E3%82%BB%E3%83%96%E3%83%B3 ロータス セブン] (レプリカ、この車の1.3L 直4 高回転型エンジンは、スズキのバイクのエンジンを積んだ[http://en.wikipedia.org/wiki/Westfield_Megabusa Westfield Megabusa]にとても似ています。) |- ! LX6 Edition (LX6) | [http://my.voyager.net/~quadrant19/21222-apr-99b.jpg ロータス セブン]、[http://www.seriouswheels.com/pics-2004/2004-Caterham-Superlight-R500-Evolution-FA-1280x960.jpg ケーターハム スーパセブン]、[https://westfield-sportscars.co.uk/ Westfield Sport 2.0] |- ! RB4 | [https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%BB%E3%83%AA%E3%82%AB トヨタ セリカ GT-Four (6代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A8%E3%82%BF%E3%83%BB%E3%82%B9%E3%83%BC%E3%83%97%E3%83%A9 トヨタ スープラ (4代目)] (フロント/リアマスク) |- ! FXO | [https://ja.wikipedia.org/wiki/%E3%82%AA%E3%83%9A%E3%83%AB%E3%83%BB%E3%82%A2%E3%82%B9%E3%83%88%E3%83%A9 オペル アストラG クーペ] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%A4%E3%83%B3%E3%83%86%E3%82%B0%E3%83%A9 ホンダ インテグラ (3代目)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%9B%E3%83%B3%E3%83%80%E3%83%BB%E3%82%B7%E3%83%93%E3%83%83%E3%82%AF ホンダ シビック Si (4代目)] (フロントとリアのスタイリング) |- ! FZ50 (FZ5) | [https://ja.wikipedia.org/wiki/%E3%83%9D%E3%83%AB%E3%82%B7%E3%82%A7%E3%83%BB996 ポルシェ 911 GT3 (996型前期)] (全体的なデザイン)、[https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A7%E3%83%A9%E3%83%BC%E3%83%AA%E3%83%BB550%E3%83%9E%E3%83%A9%E3%83%8D%E3%83%AD フェラーリ 550マラネロ] (スタイリング) |- ! Formula V8 (FO8) | [http://www.kiesa.com/albums/f3000%20round%206%20magny%20cours/f%B403%20f3000%20kiesa,%20action.jpg フォーミュラ 3000] |- ! Formula XR (FOX) | [https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A9%E3%83%BC%E3%83%9F%E3%83%A5%E3%83%A9%E3%83%BB%E3%83%AB%E3%83%8E%E3%83%BC フォーミュラ ルノー 2000] |} XFR、UFR、FXR、XRR、FZR はロードカーのGTRバージョンの車です。後の3台の車は、SUPER GTの前身である、[https://ja.wikipedia.org/wiki/%E5%85%A8%E6%97%A5%E6%9C%ACGT%E9%81%B8%E6%89%8B%E6%A8%A9 全日本GT選手権] の車両によく似ています。 === コースリスト === 省略されたコースの名前に慣れていないようでしたら、以下のリストが役に立つでしょう: {{サーキットリスト}} パッチZ30にて、オープンコース設定である、X/Yモードが追加されました。例えば、AS7Xであれば、Astonのオープンコース設定でAS7のスタートグリッドを使用することになります。 === このシミュレーターをカスタマイズしたり、MODを作ったりできる? === * 車のスキンファイルは LFS\skins ディレクトリ内に保存されていて、ほとんどすべての画像編集ソフトで編集することができます。詳細は [[スキン作成 チュートリアル]] をご覧ください。 * 音楽を追加したい場合は [[オプション#Audio|こちら]] よりどうぞ。 * 車のスペックを編集(例 400 bhp 4WD GTiカーなど)したい場合は、[https://www.lfs.net/forum/25-Unofficial-Addons Unofficial Addons forum] をご覧ください。 === 使用可能なオリジナル音楽はないの? === あります。https://www.lfs.net/file_lfs.php?name=LFS_MUSIC_ADDON.zip === エンジン音はサードパーティ製? === いいえ。LFSの開発者たちがオリジナルのエンジンサウンドシステムを作っています。サウンドエディタへはドライブ中に SHIFT+A を押すことでアクセスできます。 また、いくつかのコミュニティがエンジンサウンドシステムを作っています。https://www.lfs.net/forum/thread/44432 === LFSではどのようなキーボードコマンドが用意されていますか? === LFS\docs ディレクトリ内にある、keys.pdfをご覧ください。または、このマニュアルの [[キーコンフィグ]] ページをご覧ください。 === ゲーム中に問題があった場合はどうすれば良い? === LFSがクラッシュしたりフリーズしたりした場合は、[https://www.lfs.net/forum/10-Bugs---Program こちら] へ投稿して下さい。 その問題について、出来る限り詳細な情報を付記して下さると、問題解決がスムーズに行えます。 もしどのようにすればよいか全くわからない場合は、LFSディレクトリにある readme.txt と、このマニュアルを読んでください。 それでもまだ解決方法が見つからない場合、[https://www.lfs.net/forum/5-Technical-Assistance Technical Assistance forum] へ新しいスレッドを投稿して下さい。 === 他のプレイヤーは私のカスタムスキンを見れる? どこでスキンをアップロードできる? === "Your car's skin was not found at www.lfsworld.net" というようなメッセージが表示されている場合、他のプレイヤーはあなたのスキンを見ることができないので、LFS Worldへアップロードする必要があります。 あなたのスキンは、[http://www.lfsworld.net LFS World]へアップロードすることができます。 LFSWへログインし、My online car-skinsアイコンをダブルクリックしてください。 そこであなたはLFSWへスキンをアップロードすることができます。 '''注意:''' この機能は有料ライセンスプレイヤーのみ使用できます。Demoプレイヤーの方は(スキンアップロードスロットを購入された場合を除き)ご利用いただけません。 === LAN上でLFSをプレイするにはどうすればいい? === [[Host チュートリアル#How_to_play_LFS_on_a_LAN|Host チュートリアル]] をご覧ください。 === サーバーリストの VSQRMPF/車/コンピューター は何を意味しているの? === {| class="wikitable" ! V | 投票できます |- ! S | コースを選択することができます |- ! Q | レースの予選が有効化されています |- ! R | このホストは [[InSim_チュートリアル#InSim_Relay_usage_information|InSim Relay]] に接続されています |- ! R<sup>+</sup> | アンチショートカットオプションが使用されています |- ! M | レース中の参加が許可されています |- ! P | ピットストップ義務があります |- ! F | 強制コクピットビューが有効化されています |- ! C | クルーズサーバーです。レースではないので、逆走が許可されています |- ! [[Image:LFS-Serverlist-Conns.png]] | 有効な接続数 (コース上の車 + 観戦者) |- ! [[Image:LFS-Serverlist-Car.png]] | コース上にいる車の台数 |} == 技術的な質問 == === 最小動作スペックはどのくらい? === * 最小動作スペック: 2 GHz CPU, 256MB システムメモリ, DirectX 9 対応 3D グラフィックカード * 推奨動作スペック: 3 GHz CPU, 1024MB システムメモリ, 512MB 以上のメモリを搭載した 3D グラフィックカード LFSは32bitと64bitの、どのWindows(XP, Vista, 7, 8, 10)でも動作します。また、LFSをLinux上でWineを使ってプレイする方法もあります。詳細は [[LFSをLinux上で動作させる]] をご覧ください。 === どんなコントローラに対応しているの? === ほとんど全てのステアリングコントローラ/ペダル/シフター/ハンドブレーキに対応しています。また、マウスやキーボード、ゲームパッドでも操作することができます。 === LFSはワイドスクリーンモニターに対応しているの? === はい、対応しています。([http://www.wsgf.org/dr/live-speed Widescreengamingforum.comによるテスト結果]) また、マルチモニターにも対応しています。 メモ:<br /> 3画面モニタをお使いの場合、HUDはセンターモニターに映るでしょう。<br /> LFSのバージョン0.5X10より、[[オプション#Display|Options->Display->Interface]] にて、HUDの位置を調整できるようになりました。<br /> あなたの好みのFOV(視野角)に変更することもできます。 === ホストをルーターやファイアウォールのもとで動かしたいんだけど、どのポートを開けておけばいい? === デフォルトのポートは、63392ポート(TCPとUDPの両方)です。しかし、サーバーの管理者は異なるポートを選択し、その上でサーバーを起動することができます。これは1つのコンピューター上での複数のLFSサーバーの起動を可能にします。ポートの解放方法については、各ハードウェアやソフトウェアの説明書をご覧ください。 === 私のシフターをLFSで使うことはできますか? === はい、シフターやクラッチに対応しています。[[オプション#Controls|Options->Controls]] でセットアップしてください。 === F9, F10, F11, F12 キーが動かないんだけど? === おそらく、ファンクションキー (F1-F12) の一部に、別の特別な機能 (カスタムキーやマクロなど) が割り当てられているキーボードを使用しているためです。この割り当てを変更するキーを使用し、ファンクションキーを使用できるように設定してください。Logicool (Logitech) 製のキーボードであれば、これは "Fキー" と呼ばれています。Microsoft製のキーボードであれば、"ファンクションロックキー" もしくは "F Lock キー" と呼ばれています。 === 車のタイヤが見えないんだけど? === おそらく、[[オプション#Graphics|Options->Graphics]] にて、シンプルホイールセッティングを有効化してしまったためでしょう。 FPSが非常に低い場合など、少しでも処理速度を稼ぎたい場合にはこれを有効化しておきましょう。グラフィックを優先したい場合は、このセッティングを無効化しましょう。 === シングルプレイ中には起こらないのに、オンラインプレイ中に、約5秒おきにフリーズするんだけど・・・ === いくつかのWindows ACPIドライバーのアップデートを行うことで、この問題を解決することができます。まずはじめに、全ての重要なデータをバックアップしてください。そして、デバイスマネージャーを開き、コンピューターの設定項目を展開します。次に、Advanced Configuration and Power Interface (ACPI) PCを右クリックし、ドライバーソフトウェアの更新をクリックし、アップデートを行いましょう。 === コンピュータに変更を行ったり、Windowsの再インストールを行ったわけでもないのに、突然LFSをロックされたんだけど・・・ === LFSを起動する前に、コンピュータがハイバネーションモードに入っていた場合、この問題が起こることが分かっています。Windowsを再起動し、LFSをアンロックし直してください。 === パッチZにアップデート以降、フレームレートがすごく落ちたんだけど === パッチZにて、いくつかの車のインテリアパーツのレンダリングが、CPUではなくグラフィックボードで処理されるよう変更されました。この変更は'近代的な'GPUにはよりスムーズなFPSを提供しますが、逆に、Hardware Vertex Shadingをサポートしない、とても古い環境では遅くなることがあります。最近のグラフィックボードはほとんどの場合、HVSをサポートしています。これらは中古であればとても安く買えるので、購入して交換してみましょう。 === Windows VistaでLFSの動作に問題があります === Vistaでのほとんどのトラブルは、LFSをAdministrator(管理者)モードで起動することで解決します。 プログラムのプロパティでこの設定をすることができます。 === エスケープ文字の一覧はある? === [[LFS プログラミング#LFSの文字とエスケープコード|LFSの文字とエスケープコード]] をご覧ください。 == コミュニティ == === Live For Speed の IRC チャンネルはありますか? === はい。[http://www.gamesurge.net/ irc.gamesurge.net] の [irc://irc.gamesurge.net/liveforspeed #liveforspeed] チャンネル で参加できます。 === リーグやコンペティションはありますか? === [https://www.lfs.net/leagues/calendar 公式レースカレンダー] や [http://www.lfsforum.net/forumdisplay.php?f=22 LFSリーグフォーラム] をご覧ください。 [[リーグレーシングガイド]] を見てみましょう。 == その他 == === メーリングリストやニュースレターに登録できますか? === はい、できます。[https://www.lfs.net/ LFS公式HP] へアクセスし、ログインした後、[https://www.lfs.net/account/details 'account details'ページ] から登録できます。 === リプレイアナライザーはありますか? === はい。[[テレメトリー#Analyze_for_Speed|Analyze for Speed]] と [[テレメトリー#F1PerfView|F1PerfView]] があります。これらは [https://www.lfs.net/replay-analysers こちら] からダウンロードできます。 === ここにない質問がある場合はどうすればよいですか? === LFSディレクトリにある、readme.txt とこのWikiを読んでください。それでもあなたの質問に対する答えが見つからない場合、[https://www.lfs.net/forum フォーラムで検索] するか、[https://www.lfs.net/forum/5 'Technical Assistance'フォーラム] に新しいスレッドを投稿してください。これらを行えば、あなたの欲しい答えが見つかるでしょう。 == その他 ハウツー == === 色のついた文字を入力するにはどうすればよいですか? === テキスト入力ボックスで、Ctrlボタンを押し、文字色を選択してください (キーボードショートカット: Ctrl+0-8)。 0 - 黒<br /> 1 - 赤<br /> 2 - 黄緑<br /> 3 - 黄<br /> 4 - 青<br /> 5 - 紫<br /> 6 - 薄青<br /> 7 - 白<br /> 8 - 濃緑 (デフォルト) === 色のついた文字をサーバー/ホスト名につけるにはどうすればよいですか? === Dedicatedサーバー以外では上項を参考に適用してください。 Dedicatedサーバーで適用するには、サーバーの *.cfg ファイルをメモ帳などで開き、ホスト名の項目を編集してください。上項のカラーコードを参考に、^と番号を使用して入力してください。例えば、/host=^1Ho^4st Na^8me と入力すると、'''<span style="color:red">Ho</span><span style="color:blue">st Na</span><span style="color:green">me</span>''' というように表示されます。 === ファンクションキー(F1-F8 と Ctrl+F1-F8)にメッセージを割り当てるにはどうすればよいですか? === [[オプション#Game|Option->Game]] で、'F1-F8'や'CTRL +'ボタンをクリックすると、入力欄が表示されます。ここをクリックし、変更することでメッセージを割り当てられます。 === ギリシャ文字/キリル文字/かな文字/トルコ文字 などを入力するにはどうすればよいですか? === テキスト入力ボックスで、キャンセルとOKボタンの間のボタンを押して、入力したい言語を選択してください (小さな三角のボタンをクリックすると、現在使用可能な全ての文字を見ることができます)。 言語ボタンが見つからない場合はCtrlを押してみて下さい。 === LFSに関するファイルをLFSに関連付けるにはどうすればよいですか? === 関連付けたいファイル (*.lyt、*.set) を右クリックし、プログラムから開くをクリックし、LFSを選択して起動することで、関連付けを行うことができます。これを行うと、新しいファイルをダウンロードした際に、ダブルクリックするだけで正しいフォルダに自動的にファイルがコピーされます。 LFSのリプレイファイル (.spr、.mpr) をWebページのリンクから再生したい場合についても、同様に関連付けすることで再生できます。 公式パッチZ28から、LFSのインストーラーに関連付けの項目が追加されました。インストール後に関連付けセットアップを行いたい場合、[https://www.lfs.net/downloads LFS Associations] が便利です。 <!-- 他言語へのリンク --> [[cs:FAQ - Často kladené dotazy]] [[de:FAQ]] [[en:FAQ]] [[fr:FAQ]] [[hu:Gyakran Ismételt Kérdések (GYIK)]] [[pl:FAQ]] 9aec9e196bc4d0c41b4e197f75bc8b4a43074c9f クレジット 0 1425 2466 2299 2017-06-10T14:25:55Z Takaryo 58 wikitext text/x-wiki == LFS Wiki == [[image:S2cd.jpg|thumb|Live for Speed CDボックス]] '''Bob Smith''': [[応用セットアップガイド]]のとても専門的な車の説明<br /> '''Christophe Pratlong (Grudd)''': 3Dレンダリングチュートリアル<br /> '''DasBoeseC''': ドイツ語マニュアルの翻訳<br /> '''Velociround''': ポルトガル語マニュアルの翻訳<br /> '''Fetzo''': コースの説明<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': プロジェクトマネジメント、リンク、クレジット、スクリーンショット<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': ギャラリー<br /> '''Gunn''': DDSファイルの編集<br /> '''Holger "cr4zy!C3" Reitner''': mates@track II、DediGUI 2等<br /> '''Jussi Mäkelä''': Analyze for Speed<br /> '''Raine Kreutzman''': FAQ<br /> '''Mantis9''': FAQ<br /> '''Martin Gollub''': LFS Spectator <br /> '''Robert Bjorkman (Moby)''': 車のセットアップ <br /> '''RodeoSheep''': FAQ<br /> '''SaM''': 動画のチュートリアル<br /> '''[[User:Scawen|Scawen Roberts]]''': オートクロスエディタ、InSim、ファイルフォーマット<br /> '''ShannonN''': 非公式LFS S1マニュアル<br /> '''Shrek''': ホスティングガイド<br /> '''René Smit''': F1PerfView<br /> '''TuffCheez''': CRCルール<br /> '''[[User:tristancliffe|Tristan Cliffe]]''': Wikiのカーレンダリング<br> '''Vari''': 操作方法<br /> '''[[User:Victor|Victor van Vlaardingen]]''': あなたのWebサイトで使用できる'LFS ステータス' このWikiはRick HaslamとNick Stockesによる[https://en.wikipedia.org/wiki/Grand_Prix_2 Grand Prix 2]のマニュアルと、Steve SmithによるFour-Wheel Drift ([https://ja.wikipedia.org/wiki/Grand_Prix_Legends Grand Prix Legends])の影響を受けています。とてもためになるので、是非eBayなどで買ってみて下さい! == ゲームクレジット == [[image:Dev team.jpg|thumb|Live for Speedの開発者たち]] [[image:Credits.jpg|thumb|ゲームのクレジット]] [[image:Lfslogoold.gif|thumb|Nicolas GrignonによるLFSのオリジナルロゴ]] === 開発チーム === '''[[User:Scawen|Scawen Roberts]]''': プログラマー<br /> '''Eric Bailey''': アーティスト <br /> '''[[User:Victor|Victor van Vlaardingen]]''': ミュージシャン、Webサイト管理人 === 早期協力者 === '''Dickon Roberts, Alex Evans, Mark Healey''' === 謝辞 === '''Nuno Maia''': インターフェイスデザイン / アートワーク / 空のデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse]''': トレーニングレッスン<br /> '''David Seward''': http://www.lfs.net アートデザイン<br /> '''[http://en.lfsmanual.net/wiki/User:ORION Frank Naggies]''': http://www.lfsworld.net アートデザイン<br /> '''[[User:Don|Ondřej Zeman]]''': 空のデザイン & スキン<br /> '''Nicolas Grignon''': オリジナルロゴ<br /> '''David Williams''': 車のサウンドファイル<br /> '''Simo Luukka''': スキン<br /> '''George Crocket''': スキン<br /> '''[http://www.fsae.mcgill.ca/ McGill Racing Team]''': MRT5 - http://www.fsae.mcgill.ca<br /> '''[http://www.raceabout.fi/ Helsinki Polytechnic]''': RaceAbout - http://www.raceabout.fi<br /> '''[http://www.intel.de/ Intel] and [http://www.bmw.de/ BMW]''' BMW Sauber<br /> '''[http://www.bmw-motorsport.com/ BMW Motorsport]''' Formula BMW FB02 === ベータテスター === '''Nuno Maia, Petri Kainlauri, Lennart Vocke, [http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Torfinn Dahl, Peter Begeman, Marko Niitav, Carl Rickard, Michiel Brinkers, David Williams, Ondřej Zeman, George Crocket, David Seward, Phillip Kempermann, Rudi Reinkart, Bahaa Helwani, Sima Luukka, Lino Carreira, Oliver Krüger, Aki Räsänen, Sebastian Musahl, Martin Søndergaard, Daniel Hoffmann, Sebastien Tixier, Joachim, Fiess, Richard Jensen, Tomi Egeberg, Robert Björkman''' === 翻訳 === '''[http://en.lfsmanual.net/wiki/User:GP4Flo Florian Jesse], Lennart Vocke, Nuno Maia, André Ferreira, [http://en.lfsmanual.net/wiki/User:vagner Vagner Nishimoto], Joaquim Hilari Horts, Beñat Gonzalez, Leandro Da Silva, Tomas Gustafsson, Mikael Dalin, Thomas Edoff, Sune Nielsen, Rastislav Šišolák, Rastislav Polugyay, Bojan Mihelič, [[User:Tungsten|Thierry Archambault]], Ιδομενέας Μητσοτάκης, [[User:avellis|Αλέξανδρος Βέλλης]],Дмитрий Xaмiчзнка, Дмитрий Лебедев, Антон Стратиев, Иван Николов, Лоран Мутафов, [http://en.lfsmanual.net/wiki/User:illegal Niels De Loor], René van der Kooij, Can Bayçay, Kemal Hodimii, Emre Zorer, Rene Allkivi, Hannes Ots, Kálmán Véghelyi, Xosé Antón Fernández de Soto, Petri Kainlauri, Henrik Klinkmann, Simo Luukka, Raine Kreutzman, Jani Rivinoja, Renato Carta, Ugo, Palazza, Robert Kotlaba, Honza Kramar, [http://en.lfsmanual.net/wiki/User:Flame CZE Martin Kapal], Matiss M., Torfinn Dahl, Viõar Gunnarsson, Arne Coucheron, Arsen Torbarina, Krešimir Šmerda, Miroslav Jasen, Miloš Miljković, Boris Ninić, Dragan Marjanović, Žejlko Stjepanović, Rafał Zlarnik, Grzegorz Kościański, [http://en.lfsmanual.net/wiki/User:Zonda Mikołaj Liberski], MaRiuS, Egidijus Griešnovas, Kouji Takahashi, Tetsuji Yamakawa, Kazuaki Maiya, Ryo Takahashi, Naoya Ogura, Jay Wong, Mac KinMing, Дмитро-микола Хоменко, Володимир Грицовник, Lee Je Ha, Lee Seung Joon, Kim Ewan, Jeon In Ho, Huh Toe Woong''' === 音楽プレイヤー === Ogg Vorbis © 2001 Xiphophorus <!-- 他言語へのリンク --> [[cs:Kredity]] [[de:Impressum]] [[en:Credits]] [[hu:Készítők]] [[nl:Credits]] [[pl:Autorzy]] 1f8e00efe8ed6b6018465bebd89368389531681a テレメトリー 0 1435 2467 1890 2017-06-11T11:55:32Z Skylinekakkoii 57 最新版コピー wikitext text/x-wiki == F1PerfView == [[Image:F1perfview.jpg|thumb|F1PerfView]] By René Smit f1perfview@xs4all.nl Note: This guide has been abridged to the needs of LFS. The full version can be obtained here: http://www.xs4all.nl/~rsdi/docs/f1perfview_doc.html === What is it === F1PerfView is a telemetry viewer for Windows, supporting LFS replay analyser files. It includes a graph view, a text view, a statistics view, a time difference graph, and a track view. It also allows a combination of upto 256 perf files to be compared. The latest version can always be obtained at http://www.xs4all.nl/~rsdi/f1perfview.html === Getting Started === After you’ve started F1PerfView, the main window appears. From here you can open one or more telemetry files with File|Open, where you can specify the file type at the bottom of the dialog, under "Files of type:". If you usually want to load a specific type of telemetry file you can set the path that game in the Options dialog, for example "C:\LFS". You can also check "Use as default path" and "Use alternative file dialog" to select your files from a list that shows extra information, like laptimes. You can add more perf files for comparison with the File|Add Buffer command. These will appear in the same views as the first loaded perf files. Each perf file is stored in its own buffer. With the File|Delete Buffer command you can remove a buffer from the comparison. When choosing the File|Open command, all existing windows will be closed first. === Performance Data === ==== Data Items ==== Below is a list of all data items. Data items are what you find as types in the graph view, text view, and export dialog. Most data items values are shown in standard metric units. However, for some it's more convenient to show a converted value (e.g. km/h instead of m/s, or mm instead of m). If a data item uses a conversion unit, it will be listed in the description. '''Distance'''. Distance into track (not actual meters driven by car).<br> '''Time'''. Time, in seconds.<br> '''Speed'''. Speed, in kph or mph.<br> '''Steering'''. Steering angle, in degrees.<br> '''Throttle'''. Amount of throttle applied, ranging from 0.0 to 1.0.<br> '''Brake'''. Amount of brake applied, ranging from 0.0 to 1.0.<br> '''Revs'''. Engine revs, in rpm.<br> '''Gear'''. Ranging from -1 to 7 (-1 = reverse, 0 = neutral).<br> '''Ride Height'''. Ride height at all four corners, in mm. In graph view, the ride height from the setup is overlayed.<br> '''Ride Height slow part'''. Ride height without fast changes.<br> '''Suspension Travel'''. Suspension travel at all four corners, in mm. Note that the remaining suspension travel is shown (maximum suspension travel - packers - suspension travel). In graph view, the line [max. suspension travel - packers] is overlayed.<br> '''Suspension Travel slow part'''. Suspension travel without fast changes.<br> '''Wheel speed'''. Speed of each wheel, in kph or mph.<br> '''Wheel spin'''. Wheel speed minus car speed. Each wheel speed is adjusted using the car's wheel base and front and rear tread, because in a corner the outside wheel speed is higher than the inner wheel speed (if there's no wheel spin or locking).<br> '''Camber'''. Lean relative to road for each wheel. Static camber is overlayed.<br> '''Angle'''. Angle in degrees.<br> '''Longitudal Acceleration'''. Acceleration in longitudal direction, in G.<br> '''Lateral Acceleration'''. Acceleration in lateral direction, in G.<br> '''Acceleration'''. Combined longitudal and lateral acceleration, in G.<br> '''Steering Radius'''. The radius the car would drive with the current steering input (angle of front wheels), in meters.<br> '''Actual Radius'''. The radius the car is driving with (distance from car to center of turning circle), in meters.<br> '''Slip Angle'''. Difference between steering radius and actual radius, measured in steering degrees. Negative indicates understeer, positive indicates oversteer.<br> '''Ride Height - Suspension Travel'''. Difference between ride height and suspension travel.<br> '''Front Anti-roll bar Extension'''. Difference between left front suspension travel + packers and right front suspension travel + packers.<br> '''Rear Anti-roll bar Extension'''. Difference between left rear suspension travel + packers and right rear suspension travel + packers.<br> '''Tyre Load'''. Vertical force for each wheel.<br> '''Longitudal Tyre Force'''. Longitudal force for each wheel.<br> '''Lateral Tyre Force'''. Lateral force for each wheel.<br> === Wheel types === Below is a list of wheel types. These can be selected in the graph view, text view and export dialog. They are applicable for data items that have different values per wheel, like ride height. '''All Wheels'''. Special meta type for selecting all four wheels at once.<br> '''Left Rear'''. The left rear wheel (LR).<br> '''Right Rear'''. The right rear wheel (RR).<br> '''Left Front'''. The left front wheel (LF).<br> '''Right Front'''. The right front wheel (RF).<br> '''Sum'''. The sum of all four wheels.<br> '''Sum Rear'''. The sum of the rear wheels.<br> '''Sum Front'''. The sum of the front wheels.<br> '''Avg'''. The average of all four wheels.<br> '''Avg Rear'''. The average of the rear wheels.<br> '''Avg Front'''. The average of the front wheels.<br> '''Delta'''. The difference between average of the rear wheels and the average of the front wheels.<br> '''Delta Left'''. The difference between the left rear wheel and the left front wheel.<br> '''Delta Right'''. The difference between the right rear wheel and the right front wheel. === Views === After the file is loaded, a statistics view is shown (you can select a different view in the Options dialog). The Window menu offers commands to open three additional views on the perf file: a graph view, a text view, and a track view. When all views are closed, the perf files will be closed too. All views can be closed at once by closing the file with File|Close. ==== Statistics View ==== This view is the default view after loading a perf file. It shows information and statistics about this and the added perf files. Each perf file has its own column, where it gives the following information (inspired by Steve Pritchard’s Grand Prix Analyser for F1GP perf files): At the top various perf file specific information can be shown. The information shown depends on the perf file type. '''Lap time'''. The actual lap time driven in this lap.<br> '''Lap number'''.<br> '''Date'''. The date and time when the file was saved.<br> '''#Samples'''. The number of samples that are recorded in the perf file, which depends on the lap time and the frame rate.<br> '''Sample rate'''. This is simply the number of samples divided by the lap time. The number of samples and sample rate shown for F1RS perf files are only for distance, time, speed and revs. All the other values have a sample rate three times as low, and I just duplicate entries to make the sample rate equal for all graph types.<br> '''Average Speed'''. The first number is the average of speeds in all samples. The second number is the track distance divided by the lap time.<br> '''Minimum speed'''. '''Maximum speed'''. '''Average revs'''. '''Minimum revs'''. '''Maximum revs'''. '''Average throttle'''. The average amount of throttle during the lap, in percentage. Throttling full/between/none. "Full" means the percentage of 100% throttle during the lap, "none" the percentage of 0% throttle, and "between" the remaining percentage.<br> '''Average brake'''. The average amount of brake during the lap, in percentage.<br> '''Braking full/between/none'''. Similar to throttling full/between/none.<br> '''Free roll'''. The percentage of simultaneous 0% throttle and 0% brake during the lap.<br> '''Average steering'''. Usually, this is negative for a clockwise circuit and negative for an anti-clockwise circuit.<br> '''Maximum steering left'''. '''Maximum steering right'''. Note that steering right is shown negatively in the other views.<br> '''Gear shifts'''. The number of gear shifts, both up and down.<br> '''Driven distance'''. The actual distance driven by the car. A solid circle is drawn on the left of each perf file name using its own colour, to help identifying them in the graph view. Clicking on its header enables or disables the buffer. Disabled buffers are not shown in a graph view or track view. The statistics view can also be printed with File|Print. Select File|Print Preview to preview it before printing. ==== Graph View ==== [[Image:F1perfview.gif|thumb|F1PerfView]] This is the view that shows all the graphs of the perf files. Contrary to the internal perf viewers, only one graph type is shown at the same time. Multiple graph types can be viewed by opening additional graph views. The graph type on the y-axis can be selected with the combobox in the toolbar of this view’s window, labeled "Y". Since version 1.6, it's also possible to change the type on the x-axis, using the combobox labeled "X". Some graphs (e.g. Ride Height) only show one buffer at a time, since they show sub-graphs for each wheel. For these graph types, you can select a different buffer with the combobox at the top of this view, labeled "Buffer", or you can select a specific wheel with the combobox labeled "Wheel", which will show one wheel but all buffers. If one of these graphs is selected on the x-axis and not on the y-axis, the average of all wheels is taken as the x-value, unless a specific wheel is selected. Besides showing the common data items, the graph view can show a time difference graph. It shows the relative difference in lap time between all buffers. This is a special graph and cannot be selected on the x-axis. It always uses distance on the x-axis. You can temporarily remove the toolbar using the context menu (or Ctrl+B), to save space.<br> Two modes are available in the graph view: selection mode and cursor mode. The view defaults to selection mode. While in selection mode, a selection is made by dragging the mouse over the graph while holding down the left mouse button. Once a selection is made you can zoom in on the selection. Use the View|Zoom X, View|Zoom Y menu’s, or mouse wheel to zoom the graph in and out (use shift + mouse wheel for Y zooming). Zooming a selection is done by choosing View|Zoom X|Zoom Selection. To zoom back to the complete range select View|Zoom X|Zoom All. The range is shown as time and as distance in the status bar. Cursor mode is entered by selecting View|Cursor Mode. This will show a vertical cursor, which position can be changed by clicking the left mouse button on the graph. Shown at the top of the cursor are the values at that point of the graph. If the x-axis does not contain distance, then the cursor will be very small showing D: followed by the distance and then both the x- and y-value in parenthesis. Moving the cursor will then change the selected distance while the real cursor is a cross in the graph. Return to selection mode by selecting View|Cursor Mode again. Most commands are also available using short-cuts or the context menu (activated by right-clicking on the graph). In the graphs themselves you’ll notice little boxes with a number in them. These are the maximum y value (with the line downwards), minumum y value (with the line upwards), maximum x value (with the line leftwards), and minimum x value (with the line rightwards) for the shown selection. The x values are only shown if the x-axis does not contain distance. At the bottom left there is a little box showing the average y value for the selected distance. In the Brake graph you’ll also see additional boxes above each peak. These contain the distances at which full brake was applied, in metres. To turn off showing these numbers, invoke the Show Values command in the popup menu. With the combobox labeled "Wheel" you have the choice to show data for a specific wheel, wheel combination, or all wheels (default). When showing data for all wheels, you only see one buffer at the time (the selected one). When showing data for a specific wheel or wheel combination, the graph behaves like the other graphs so you can compare data from multiple buffers. Besides the wheel selection combobox you can see a button labeled "Sync". With this button you can toggle the synchronization of multiple graph views. When the button is depressed then zooming, scrolling and selecting a different buffer or cursor position will have effect also on all other views with this button depressed. ==== Text View ==== This view shows the actual data values. The text view can be synchronized with other views by selecting View|Synchronize or right-clicking in the text view and toggling "Synchronize" in the context menu. It will then limit the perf records according to the zoomed selection in graph views, set the selected row to the cursor position in the graph view and vice versa, and show the same buffer as the graph view. This can be overridden by selecting a different buffer using the context menu (buffer <default> uses the one from the graph view). Columns can be added or removed using the context menu. Clicking on the column header will sort on that column. Clicking again will reverse the sorting. Hold the Ctrl key to sort on extra columns. ==== Track View ==== This view shows driving lines of the cars and optionally an underlying track map. ==== Driving lines ==== If the view is synchronized, it will scroll along with the other views, and lines outside of the selected range will be gray. The little dots in the picture are the center of car radii. The larger white dots on the driving lines indicate the current cursor position. ==== Track map ==== You can scroll manually by using the num-locked keypad keys, or by left-clicking the mouse, holding it, and then moving the mouse. Zooming is done with the default zoom buttons/accelerators and with the mouse wheel. Double-clicking will reset the zoom/scroll positions, and another double-click will undo that. Use the context menu to toggle drawing of the different parts of the track. For LFS it only works if it can load exported track data. These .SMX files have to be extracted to a directory called data\smx within the LFS directory. You have to create the smx subdirectory within the data directory yourself. Also make sure to specify the LFS directory in the F1PerfView options, so it can find these files automatically. The track view shows a detailed coloured top-view of the track, including kerb stones, checkpoints, and all sorts of objects. Use the context menu to enable/disable checkpoints. === Exporting Perf Files === Perf files can be exported to an ascii file (or .csv file) by selecting the File|Export command. It will show a dialog where you can select all data types you wish to export. It's possible to export multiple buffers. They will simply be appended to each other. For each type you can enter a range that will make sure that only lines are exported that have all columns within (or optionally outside of) the specified range. An additional checkbox "Selected range only" can be checked to easily set the distance range to the last zoomed in range in a graph view. Header and column names are optional. === Options === Use the menu command View|Options to open the options dialog. In this dialog you can change the following options: '''Primary Game'''. Select the game you usually use F1PerfView for.<br> '''Path'''. Enter the path for each game you're using. Especially important for LFS as it is needed for the track view, and F1PerfView can't determine its path by itself.<br> '''Use path as default'''. If checked, the file open dialog will default to the game's perf file path. The relative directories is "data\raf" for LFS. If not checked, the current directory will be used.<br> '''Use alternative file dialog'''. If checked, the file open dialog will be replaced by a special dialog that shows lap time, track, lap number and date. It lacks directory browsing, but instead it shows all files recursively at once.<br> '''Flicker-free drawing'''. If checked, the graph view and track view will be drawn without flickering (which is a bit slower).<br> '''Use metrics'''. If checked, all distances/speeds units will be metric, else they will be English.<br> '''Open file with'''. Select the view that each opened perf file will start with.<br> '''Statistics print header'''. The header line that will be printed above the statistics. === Using F1PerfView with LFS === There is a vast and frankly daunting amount of information available from F1PerfView and it’s not presented in the most userfriendly or understandable format. I’m not about to explain everything it can do, mainly because that would take a considerable effort on my part. However I will explain the basics of it so you can play around with it yourself. First, you need to drive some laps in a car of your choice, around a track of your choice, and save a replay of it. When watching the replay, decide on the lap you want to analyse (preferably a clean, fast lap) then, on the lap before, bring up the ingame menu and click on “output lap data”. Enter a filename and click OK. The next time your car crosses the start/finish line, output of lap data will begin and continue until either you end the replay, the replay ends, or your car cross the start/finish line again. Once this has been completed, you will have one or many .RAF (Replay Analyser File) files in your “raf” folder, which is located inside the “data” folder of the main LFS folder (which will be wherever you extracted the game). Assuming you have downloaded and installed F1PerfView (see the link at the start of this guide), you will be able to open these files from within the program. From here you will be presented with “Stat View” a basic table of information and statistics about the lap your drove. There are three other options: '''Graph View''' – the easiest to comprehend and probably the most useful because of this, it allows you to select what information you’d like to display along each access (I’d recommend leaving distance as the x axis for most graphs) and to view a whole wealth of information. Interpreting what it all means though isn’t easy, and deciding how to improve your setup/driving from it, is even harder. I’m sure there must be a guide for F1PerfView out there someone so I won’t go into further detail on the graphs. '''Text View''' – if you’re feeling particularly nerdy, you can view the raw data outputted by LFS and analyse it that way, though unless you actually need proper reading I’d suggest sticking with the graph view. '''Track View''' – this is handy because it allows you to see exactly where on the track you were when a particular piece of information was recorded. So, for example, if you were looking for more grip on a particular corner, you could look up the data when the dot on the map is at that corner and look at the telemetry there to hunt for problems. There are various other buttons which I also won’t explain here – just have a play, everything is quite simple. Finally, another particularly useful option is that you can export data to other formats (namely CSV) so that you can open the data in another application – such as a spreadsheet – for further analysis. == Analyze for Speed == Analyze For Speed is a tool which can be used for displaying and analyzing Live For Speed replays (.raf extension) in a fully 3D-rendered environment. AFS is able to load and play up to six replays simultaneously making it very easy to compare the driving lines. You can also analyze the telemetry data as it is presented at the same time as the replay is played back. Playback speed can be changed as well. The tool has been created by Jay Heggerud up to version 0.05. After that Jussi Mäkelä has taken over the development of AFS.<br> Unfortunately he is no longer hosting the file.<br> Fortunately Bob Smith kindly provided it again through his website : http://lfs.thefloatingwidget.net/files/AFS-1.00.zip The tool develops constantly and you will find bugs in it but please bear with it. Whenever you think you've found a bug, please contact the author: xjussix@ctd-racing.com === Installation === AFS comes with a simple installer, just follow the instructions and you'll be alright. By default AFS will be installed in Program Files\AnalyzeForSpeed. === Features === * Load multiple replays and draw them on the track * "Play" the replays back at various speeds and synchronize replays at custom points on the track * Lap telemetry overlay * Chase & top-down views * User-selectable display units * Under braking the racing line can be optionally be drawn with different colour * AFS will show if loaded lap(s) is a HLVC legal lap or not * AnalyzeForSpeed can now be installed outside the LFS directory === Notes === * Ticking / unticking "Faded racing line under braking" in preferences will come into effect after restarting AFS! * You must also download the SMX files from http://www.liveforspeed.net/?page=analysers === RAF Files === LFS Replay Analysers work by reading a RAF file created by Live for Speed and displaying the data in their own way on graphs or map displays. To create a RAF file, record a single player replay and then watch the replay. At any time during the lap BEFORE the lap you wish to analyse, press ESC and click on "Output lap data" and type in a name for the RAF file. Output will start when the car crosses the finish line. The RAF will be stored in the "lfs\data\raf" folder. === FAQ === ''Why place the dividing line in the middle of the straight?''<br> It becomes obvious that it would be great to place the segment divisions just before a corner. Unfortunately this becomes impossible due to different drivers, cars, and race conditions. The best compromise tends to be somewhere in the middle of a straight. ''But I want to analyze the corner!''<br> Good point. AFS includes the ability for automatic corner detection. It should be noted however that since the corner is automatically detected, this point will vary from replay to replay. == LFS Replay Analyser == '''Latest Version Since Last LFS Manual Update:''' v0.5 [http://www.lfsforum.net/showthread.php?t=20056 Official Forum Thread] LFS Replay Analyser (LRA) is a tool for analysing replay files from the Live For Speed racing simulator. It can help you to analyse your driving and your setup, and to compare your own laps with those of others. LRA can display all kinds of telemetry data, both in graph views and in map views. According to many users, this program has an easy-to-use interface. === Features === * '''Multiple, synchronised graphs''' You can open multiple graphs, to view several kinds of telemetry data in parallel. Zooming and scrolling of these graphs is synchronised: they always show the same part of the track. * '''Difference graph''' Graphs can not only plot the absolute values for each lap, but also the difference with some other lap. This is especially useful when you select "time" as data type: the time difference graph shows where, compared to other laps, you lose or gain time.Track map: The track map is the "radar" for the graphs. It shows which section of the lap is displayed in the graphs. A moving cursor reflects the position of the mouse, when it is above one of the graphs. This also works in the other direction: scrolling and zooming of the graphs can be changed by clicking or dragging the mouse inside the track map. * '''Track map''' The track map is the "radar" for the graphs. It shows which section of the lap is displayed in the graphs. A moving cursor reflects the position of the mouse, when it is above one of the graphs. This also works in the other direction: scrolling and zooming of the graphs can be changed by clicking or dragging the mouse inside the track map. * '''Driving lines display''' A zoomable top-down map of the track shows the driving line for each loaded lap. * '''Custom "Open file" window''' The window presents a list of all your RAF files, and shows the main properties of each file: car, track, laptime, etc. You can also filter the list, so it shows only the files for a specific car and/or track. * '''Setup data retrieval''' Telemetry files contain several kinds of setup data, such as the settings for springs and dampers, and the gear ratios. LRA reads these settings, and displays them in the Properties pane. * '''Customisable panes''' The various panes - Legend, Track map, Driving line, and Properties - can be resized. You can also move them to another position inside the main window, by dragging its caption. You can even "float" them, i.e. detach them and place them in a separate window outside the main window. * '''Presets''' When you have positioned the graphs and panes to your liking, you can store them in a preset. Hotkeys enable you to switch quickly between the presets that you made. <!-- 他言語へのリンク --> [[de:Telemetrie]] [[en:Telemetry]] 11f92d190be0f899955d81290063ba5a9d68713b その他ツール 0 1461 2468 2192 2017-06-11T11:58:53Z Skylinekakkoii 57 英版コピー, 英版リンク修正 wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed was a free, open-source server browser. It was able to query and join Demo/S1/S2/S3 servers. It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. There have been several contributors to Browse For Speed including translators, testers and code submissions. The main code was maintained by Richard Nelson (wabz), Ben Kenny (Snookle) and Philip Nelson. == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator is a program that allows following the racing on a LFS Demo/S1/S2/S3 server without playing on it, or even having LFS installed. It uses the current version InSim, and might require updates when InSim evolves in the future. For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. If you find bugs, feel free to contact the author, but he probably knows them already and is working on it ;) === Keys === '''Tab''' switches cars '''Shift + Tab''' switches cars in reverse order '''Cursor''' move camera in free mode '''Shift + Cursor''' rotate view in free mode '''+ / -''' zoom in / out == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://www.vehicle-analyser.com === What is VHPA? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === Installation === VHPA comes with an installer, usage should be pretty self explanatory. === How to use VHPA === Please read the PDF manual located in the program's folder for an explanation of al lthe programs features. It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy is a local InSim application which can show various data in-game. It can show LFSW stats, buddies online, server list with advanced filters and search, complete chat history, gadgets, setup filter, detailed split info, realtime lap tracking with 1ms precision, realtime car radar and custom dashboards. <!-- 他言語へのリンク --> [[en:Additional Tools]] 02baa12f8ebae1b170a7492799d7875e60908694 2473 2468 2017-06-14T04:56:39Z Skylinekakkoii 57 /* Browse For Speed */ wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator is a program that allows following the racing on a LFS Demo/S1/S2/S3 server without playing on it, or even having LFS installed. It uses the current version InSim, and might require updates when InSim evolves in the future. For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. If you find bugs, feel free to contact the author, but he probably knows them already and is working on it ;) === Keys === '''Tab''' switches cars '''Shift + Tab''' switches cars in reverse order '''Cursor''' move camera in free mode '''Shift + Cursor''' rotate view in free mode '''+ / -''' zoom in / out == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://www.vehicle-analyser.com === What is VHPA? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === Installation === VHPA comes with an installer, usage should be pretty self explanatory. === How to use VHPA === Please read the PDF manual located in the program's folder for an explanation of al lthe programs features. It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy is a local InSim application which can show various data in-game. It can show LFSW stats, buddies online, server list with advanced filters and search, complete chat history, gadgets, setup filter, detailed split info, realtime lap tracking with 1ms precision, realtime car radar and custom dashboards. <!-- 他言語へのリンク --> [[en:Additional Tools]] 4e0cc6d5e2aa9ed65132865c9d0991e9c3d38935 2474 2473 2017-06-14T05:02:01Z Skylinekakkoii 57 /* LFSLazy */ wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator is a program that allows following the racing on a LFS Demo/S1/S2/S3 server without playing on it, or even having LFS installed. It uses the current version InSim, and might require updates when InSim evolves in the future. For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. If you find bugs, feel free to contact the author, but he probably knows them already and is working on it ;) === Keys === '''Tab''' switches cars '''Shift + Tab''' switches cars in reverse order '''Cursor''' move camera in free mode '''Shift + Cursor''' rotate view in free mode '''+ / -''' zoom in / out == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://www.vehicle-analyser.com === What is VHPA? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === Installation === VHPA comes with an installer, usage should be pretty self explanatory. === How to use VHPA === Please read the PDF manual located in the program's folder for an explanation of al lthe programs features. It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy は様々なインゲームデータを表示することのできる、ローカル InSim アプリケーションです。 以下のようなものが利用可能です。 * LFSW ステータス * オンラインのbuddiesの確認 * 純正のものよりたくさんのフィルターを含んだサーバーリスト * 完全なチャット履歴 * ガジェット * セットアップフィルター * スプリットの詳細情報 * 1ms 単位でのリアルタイムラップトラッキング * リアルタイムカーレーダー * カスタムダッシュボード <!-- 他言語へのリンク --> [[en:Additional Tools]] 68eea51ef240b286bcfe6cb63c2e1e21b5dca8c6 2475 2474 2017-06-14T05:08:02Z Skylinekakkoii 57 /* Vehicle Handling and Performance Analyser */ wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator is a program that allows following the racing on a LFS Demo/S1/S2/S3 server without playing on it, or even having LFS installed. It uses the current version InSim, and might require updates when InSim evolves in the future. For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. If you find bugs, feel free to contact the author, but he probably knows them already and is working on it ;) === Keys === '''Tab''' switches cars '''Shift + Tab''' switches cars in reverse order '''Cursor''' move camera in free mode '''Shift + Cursor''' rotate view in free mode '''+ / -''' zoom in / out == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://vhpa.co.uk/ === VHPAって何? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === インストール === VHPAはインストーラーを使用してインストールします。インストーラーを起動し、ガイドに従ってインストールしてください。 === VHPA の使用方法 === プログラムフォルダにあるPDFファイルを読んでください。このファイルではプログラムのすべての機能が説明されています。It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy は様々なインゲームデータを表示することのできる、ローカル InSim アプリケーションです。 以下のようなものが利用可能です。 * LFSW ステータス * オンラインのbuddiesの確認 * 純正のものよりたくさんのフィルターを含んだサーバーリスト * 完全なチャット履歴 * ガジェット * セットアップフィルター * スプリットの詳細情報 * 1ms 単位でのリアルタイムラップトラッキング * リアルタイムカーレーダー * カスタムダッシュボード <!-- 他言語へのリンク --> [[en:Additional Tools]] 2093deee0bf80c82dd8bc3d409e5860999a80d93 2476 2475 2017-06-14T05:14:51Z Skylinekakkoii 57 /* LFS Spectator */ wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator はLFS Demo/S1/S2/S3 サーバーのレースを、LFSをインストールしたりプレイしたりすることなく観戦することができるプログラムです。このプログラムは最新バージョンのInSimを使用しています。InSimが更新された場合はアップデートが必要となるでしょう。 For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. 既に知っていて、現在対策中かもしれませんが、バグを見つけたら、気軽に作者に連絡してみましょう。;) === Keys === '''Tab''' 車の切り替え '''Shift + Tab''' 車の切り替え(逆順) '''カーソル''' カメラをフリーモードで移動 '''Shift + カーソル''' 視界をフリーモードで回転 '''+ / -''' ズーム イン/アウト == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://vhpa.co.uk/ === VHPAって何? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === インストール === VHPAはインストーラーを使用してインストールします。インストーラーを起動し、ガイドに従ってインストールしてください。 === VHPA の使用方法 === プログラムフォルダにあるPDFファイルを読んでください。このファイルではプログラムのすべての機能が説明されています。It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy は様々なインゲームデータを表示することのできる、ローカル InSim アプリケーションです。 以下のようなものが利用可能です。 * LFSW ステータス * オンラインのbuddiesの確認 * 純正のものよりたくさんのフィルターを含んだサーバーリスト * 完全なチャット履歴 * ガジェット * セットアップフィルター * スプリットの詳細情報 * 1ms 単位でのリアルタイムラップトラッキング * リアルタイムカーレーダー * カスタムダッシュボード <!-- 他言語へのリンク --> [[en:Additional Tools]] 2ae14a692ea5cea9526986295d880c276fb3c6d4 2477 2476 2017-06-14T05:15:29Z Skylinekakkoii 57 英リンク修正 wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator はLFS Demo/S1/S2/S3 サーバーのレースを、LFSをインストールしたりプレイしたりすることなく観戦することができるプログラムです。このプログラムは最新バージョンのInSimを使用しています。InSimが更新された場合はアップデートが必要となるでしょう。 For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. 既に知っていて、現在対策中かもしれませんが、バグを見つけたら、気軽に作者に連絡してみましょう。;) === Keys === '''Tab''' 車の切り替え '''Shift + Tab''' 車の切り替え(逆順) '''カーソル''' カメラをフリーモードで移動 '''Shift + カーソル''' 視界をフリーモードで回転 '''+ / -''' ズーム イン/アウト == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://vhpa.co.uk/ === VHPAって何? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === インストール === VHPAはインストーラーを使用してインストールします。インストーラーを起動し、ガイドに従ってインストールしてください。 === VHPA の使用方法 === プログラムフォルダにあるPDFファイルを読んでください。このファイルではプログラムのすべての機能が説明されています。It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy は様々なインゲームデータを表示することのできる、ローカル InSim アプリケーションです。 以下のようなものが利用可能です。 * LFSW ステータス * オンラインのbuddiesの確認 * 純正のものよりたくさんのフィルターを含んだサーバーリスト * 完全なチャット履歴 * ガジェット * セットアップフィルター * スプリットの詳細情報 * 1ms 単位でのリアルタイムラップトラッキング * リアルタイムカーレーダー * カスタムダッシュボード <!-- 他言語へのリンク --> [[en:Misc Tools]] 82d273e833f585993eeef52a1ab05e1f0505b89f 2479 2477 2017-06-17T09:10:33Z Skylinekakkoii 57 /* LFSLazy */ wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator はLFS Demo/S1/S2/S3 サーバーのレースを、LFSをインストールしたりプレイしたりすることなく観戦することができるプログラムです。このプログラムは最新バージョンのInSimを使用しています。InSimが更新された場合はアップデートが必要となるでしょう。 For The Spectator Tool to work, enter ip or hostname of an Insim relay server (like isrelay.liveforspeed.net, or the experimental triso.de) in the settings menu. 既に知っていて、現在対策中かもしれませんが、バグを見つけたら、気軽に作者に連絡してみましょう。;) === Keys === '''Tab''' 車の切り替え '''Shift + Tab''' 車の切り替え(逆順) '''カーソル''' カメラをフリーモードで移動 '''Shift + カーソル''' 視界をフリーモードで回転 '''+ / -''' ズーム イン/アウト == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://vhpa.co.uk/ === VHPAって何? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === インストール === VHPAはインストーラーを使用してインストールします。インストーラーを起動し、ガイドに従ってインストールしてください。 === VHPA の使用方法 === プログラムフォルダにあるPDFファイルを読んでください。このファイルではプログラムのすべての機能が説明されています。It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy は様々なインゲームデータを表示することのできる、ローカル InSim アプリケーションです。 以下のようなものが利用可能です。 * LFSW ステータス * オンラインのbuddiesの確認 * よりたくさんのフィルタリング機能を持ったサーバーリスト * 完全なチャット履歴 * ガジェット * セットアップフィルター * スプリットの詳細情報 * 1ms 単位でのリアルタイムラップトラッキング * リアルタイムカーレーダー * カスタムダッシュボード <!-- 他言語へのリンク --> [[en:Misc Tools]] ad4de231b34b458a7dec48643499de3bc2874d30 2480 2479 2017-06-17T10:10:17Z Skylinekakkoii 57 /* LFS Spectator */ wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator はLFS Demo/S1/S2/S3 サーバーのレースを、LFSをインストールしたりプレイしたりすることなく観戦することができるプログラムです。このプログラムは最新バージョンのInSimを使用しています。InSimが更新された場合はアップデートが必要となるでしょう。 Spectatorを使用するには、設定メニューにて、InSim Relayサーバーの IP か ホスト名 を入力してください。 既に知っていて、現在対策中かもしれませんが、バグを見つけたら、気軽に作者に連絡してみましょう。;) === Keys === '''Tab''' 車の切り替え '''Shift + Tab''' 車の切り替え(逆順) '''カーソル''' カメラをフリーモードで移動 '''Shift + カーソル''' 視界をフリーモードで回転 '''+ / -''' ズーム イン/アウト == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://vhpa.co.uk/ === VHPAって何? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === インストール === VHPAはインストーラーを使用してインストールします。インストーラーを起動し、ガイドに従ってインストールしてください。 === VHPA の使用方法 === プログラムフォルダにあるPDFファイルを読んでください。このファイルではプログラムのすべての機能が説明されています。It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy は様々なインゲームデータを表示することのできる、ローカル InSim アプリケーションです。 以下のようなものが利用可能です。 * LFSW ステータス * オンラインのbuddiesの確認 * よりたくさんのフィルタリング機能を持ったサーバーリスト * 完全なチャット履歴 * ガジェット * セットアップフィルター * スプリットの詳細情報 * 1ms 単位でのリアルタイムラップトラッキング * リアルタイムカーレーダー * カスタムダッシュボード <!-- 他言語へのリンク --> [[en:Misc Tools]] 06a40b32b6780308cd9cfe02fd652e15e340dc4c 2481 2480 2017-06-17T10:34:15Z Skylinekakkoii 57 wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. It included a friends list and maintained a list of your favourite servers. Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator はLFS Demo/S1/S2/S3 サーバーのレースを、LFSをインストールしたりプレイしたりすることなく観戦することができるプログラムです。このプログラムは最新バージョンのInSimを使用しています。InSimが更新された場合はアップデートが必要となるでしょう。 Spectatorを使用するには、設定メニューにて、InSim Relayサーバーの IP か ホスト名 を入力してください。 既に知られていて、現在対策中のものかもしれませんが、バグを見つけたら、気軽に作者に連絡してみましょう。;) === Keys === '''Tab''' 車の切り替え '''Shift + Tab''' 車の切り替え(逆順) '''カーソル''' カメラをフリーモードで移動 '''Shift + カーソル''' 視界をフリーモードで回転 '''+ / -''' ズーム イン/アウト == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://vhpa.co.uk/ === VHPAって何? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === インストール === VHPAはインストーラーを使用してインストールします。インストーラーを起動し、ガイドに従ってインストールしてください。 === VHPA の使用方法 === プログラムフォルダにあるPDFファイルを読んでください。このファイルではプログラムのすべての機能が説明されています。It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy は様々なインゲームデータを表示することのできる、ローカル InSim アプリケーションです。 以下のようなものが利用可能です。 * LFSW ステータス * オンラインのbuddiesの確認 * よりたくさんのフィルタリング機能を持ったサーバーリスト * 完全なチャット履歴 * ガジェット * セットアップフィルター * スプリットの詳細情報 * 1ms 単位でのリアルタイムラップトラッキング * リアルタイムカーレーダー * カスタムダッシュボード <!-- 他言語へのリンク --> [[en:Misc Tools]] 93d6e288e53ff625beced3935cce9da4f05c00e2 2491 2481 2017-12-13T08:16:44Z Skylinekakkoii 57 /* Browse For Speed */ wikitext text/x-wiki == Browse For Speed == [[Image:BrowseForSpeed.png|thumb|Browse For Speed]] Browse For Speed は無料のオープンソースサーバーブラウザでした。クエリを送ってDemo/S1/S2/S3サーバーに接続することができました。It differed from mates@track in that it actually queried the master server for a list of servers (it only used pubstats for some of its features), and was therefore able to show additional information such as ping. このツールにはフレンドリストや、お気に入りのサーバーのリストを保存する機能がありました。 Additionally, it could connect to any server via insim, and provided various admin utilities - displayed server messages (chat to people in your server externally), a player list and provided ways to kick/ban/spectate players in the server. Browse For Speed には、翻訳者やテスター、コード提案者などを含む何人かの貢献者の方がいらっしゃいました。メインコードは Richard Nelson (wabz)と Ben Kenny (Snookle)、Philip Nelson によって管理されていました。 == LFS Spectator == [[image:Lfsspectator.gif|thumb|LFS Spectator]] by Martin Gollub LuckyLuciano@gmx.de http://www.triso.de/download/LfS_Spectator_2_02.zip LFS Spectator はLFS Demo/S1/S2/S3 サーバーのレースを、LFSをインストールしたりプレイしたりすることなく観戦することができるプログラムです。このプログラムは最新バージョンのInSimを使用しています。InSimが更新された場合はアップデートが必要となるでしょう。 Spectatorを使用するには、設定メニューにて、InSim Relayサーバーの IP か ホスト名 を入力してください。 既に知られていて、現在対策中のものかもしれませんが、バグを見つけたら、気軽に作者に連絡してみましょう。;) === Keys === '''Tab''' 車の切り替え '''Shift + Tab''' 車の切り替え(逆順) '''カーソル''' カメラをフリーモードで移動 '''Shift + カーソル''' 視界をフリーモードで回転 '''+ / -''' ズーム イン/アウト == Vehicle Handling and Performance Analyser == by Ben Ponsford aka "Bob Smith" http://vhpa.co.uk/ === VHPAって何? === The successor to LFS Gear Ratio Calculator (GRC), it analyses your setups to show their affect an vehicle handling. Following where GRC left off, VHPA adds complete analysis of suspension, brakes, damping, on top of the tyres, gearing, acceleration and aerodynamic analysis that GRC offered. It is highly detailed and does take a little time to get used to working with, but it can offer vast insight into tuning your setups. It is also aimed at being a real world tool, so there are few references to LFS on the website, but it comes with all the cars from LFS included in the installer. More details about the program are available on the website. The program is also still in development so new features are being added over time. === インストール === VHPAはインストーラーを使用してインストールします。インストーラーを起動し、ガイドに従ってインストールしてください。 === VHPA の使用方法 === プログラムフォルダにあるPDFファイルを読んでください。このファイルではプログラムのすべての機能が説明されています。It does not cover what effects changing the settings will have on the car; for that, the LFS advanced setup guide needs to be rewritten. == LFSLazy == by DANIEL-CRO https://www.lfs.net/forum/thread/85771-LFSLazy LFSLazy は様々なインゲームデータを表示することのできる、ローカル InSim アプリケーションです。 以下のようなものが利用可能です。 * LFSW ステータス * オンラインのbuddiesの確認 * よりたくさんのフィルタリング機能を持ったサーバーリスト * 完全なチャット履歴 * ガジェット * セットアップフィルター * スプリットの詳細情報 * 1ms 単位でのリアルタイムラップトラッキング * リアルタイムカーレーダー * カスタムダッシュボード <!-- 他言語へのリンク --> [[en:Misc Tools]] eac0de26f1868fcc7625866598704873d55ae926 ホットラップアナライザー 0 1560 2469 2017-06-11T12:01:27Z Skylinekakkoii 57 英版コピー wikitext text/x-wiki == LFS World Hotlap Analyser == [[Image:HotlapAnalyserView.jpg|thumb|LFS World Hotlap Analyser]] http://www.lfsworld.net/rafa/ === What is it === At LFS World there is a section dedicated to [http://www.lfsworld.net/?win=hotlaps hotlaps]. There you can upload your best laps driven in hotlap mode and compare yourself to other racers. To help you improve your driving skills, there are the so called [[テレメトリー]] programs that can provide you with a lot of (technical) data about your lap. This however requires that you first download the analyser software, then start LFS and output a special file, made from the hotlap. Only then you can open this special file in your analyser. To make things easier, we have now added an [http://www.lfsworld.net/rafa/ instant Hotlap Analyser] at LFS World that allows you to just select two hotlaps uploaded at LFS World and instantly analyse them without the need to convert anything. == How it works == [[Image:HotlapAnalyserTCSelection.jpg|thumb|Track & car selection]] === Track and car selection === When you [http://www.lfsworld.net/rafa/ start the analyser], the first thing you will see is the track and car selection screen. Here you must choose the track and car of the chart you wish to analyse hotlaps from. You will not see this screen if you load the analyser through the compare function of the [http://www.lfsworld.net/?win=hotlaps&whichTab=trackcharts hotlap chart pages]. Once you have selected a track and car, you will then be presented with that chart. First to load the 'red' entry and then the 'blue' entry. <br> <br> <br> <br> <br> === Menu bar options === [[Image:HotlapAnalyserRedButton.gif|right]]Starting at the left of the menu bar we find a red button with a name and a laptime in it. This shows you the first hotlap that has been loaded into the analyser. Click on it to load another hotlap in its place. The two SPR and RAF buttons next to it allow you to download the LFS Replay (SPR) or the Analyser (RAF) files. [[Image:HotlapAnalyserBlueButton.gif|right]]The blue button and its SPR and RAF buttons work the same way, for the second hotlap that you load into the analyser. [[Image:HotlapAnalyserSyncButton.gif|right]]Next we find the Sync button. When activated, the analyser will sync both hotlaps by distance. That means that the cars will always appear at identical positions on the track as opposed to non-synced, where the hotlaps are just displayed over time. [[Image:HotlapAnalyserMetricButton.gif|right]]The next button is the Km/h or Mph selector. [[Image:HotlapAnalyserAddGraphButton.gif|right]]Then there is the New Data View button that will add a new data view window to the analyser. You can have a maximum of four opened at the same time. [[Image:HotlapAnalyserReplayButton.gif|right]]The Play/Pause button does what it's named after; it will start or pause replaying of the hotlaps. You can also press the space bar. You can select playback speed via the pulldown menu, or by pressing 1, 2, 3 or 4. [[Image:HotlapAnalyserScrollButton.gif|right]]The last button is named SF, which stands for Scroll Follow. When you are zoomed in on a graph and you are playing back, you can activate this option to let your zoomed graph(s) scroll along with the playback. <br> [[Image:HotlapAnalyserTrackView.jpg|thumb|The Track View]] === Track view === Here you can see the cars in motion and you can see their racing lines. The Follow button allows you to follow a certain car while replaying, or follow no car at all. Options are Leader, Red, Blue or None. If None is selected you will be able to manually move the track map while replaying. The Path button toggles the racing path on or off. The Map button toggles the track map on or off. You can zoom this view in and out with the mouse wheel. You can also move the map around with your mouse, unless you are replaying the hotlaps and following a car. <br> <br> <br> <br> <br> <br> === Data views === First let us explain the buttons on the data view menu bar.<br> The first button is a drop down menu to select a data view type. The second button (X) is to close the view. An additional Wheel drop down button will appear if you select a graph with wheel specific data. There are different types of views that you can select, like graphs of course, but also some other views that show you more of a summary of information : [[Image:HotlapAnalyserOverView.jpg|thumb|Overview]] '''Overview'''<br> This gives you a lot of basic telemetry all in one view. Split times, speed, gear, RPM, clutch, throttle, brake and a Gforce meter are all available. You can also see some options displayed that are abbreviated. These mean :<br> LHD - Left Hand Drive<br> AG - Auto Gear<br> SH - (manual) Shifter<br> BH - Brake Help<br> CL - (manual) Clutch [[Image:HotlapAnalyserWheelView.jpg|thumb|Wheel View]] '''Wheel view'''<br> This is a 3D representation of the cars' wheels. You can see air temperature (air inside tyre), forces acting on the tyres (red means too much force) and you can view the lean of the wheels, though you might want to open the Live Camber graph for more detail. The Follow Rotation button sets whether the objects will rotate along with the car (during replays). You can rotate the 3D views manually by simply grabbing the objects and moving the mouse.<br> Note that if the Follow Rotation button is activated, you can only tilt the objects. Otherwise you can both tilt and rotate. You can zoom in and out on the objects with your mouse wheel. [[Image:HotlapAnalyserSetupInfo.jpg|thumb|Setup Info]] '''Setup info'''<br> Here you can find some basic setup information of each of the hotlaps. This is primarily useful to learn about gearing and suspension.<br><br><br><br><br><br> [[Image:HotlapAnalyserGraph.jpg|thumb|A graph]] '''Graphs'''<br> These views display graphical representations of racing data. There are many to choose from. Some graphs will be wheel-specific. For these types of graphs you will see a wheel selector button. Graphs are also used to scroll through the hotlaps. By clicking in a graph you can set or move the position indicator. Graphs can be zoomed in and out with your mouse wheel. Note that while replaying you can let a zoomed graph follow the replay by enabling the SF option (Scroll Follow) located in the menu bar at the top of the analyser. <br><br> == Some examples of what you can learn == === Braking points === You can easily compare braking points. Turn on Sync and open the Brake graph. There you can see who brakes first in a corner. Or watch the brake indicators on the Overview window while scrolling through the replays (manually). It is wise not to blindly trust a braking point though. Also consider the exit speed of a racer. Braking too late is bad! The trick is to find the braking point that lets you exit the corner at the highest possible speed. You should brake just in time to enter the corner through the best possible driving line and speed. It is therefore advised to compare brake, throttle and speed at the same time. <!-- 他言語へのリンク --> [[en:Hotlap Analyzer]] c6aa2cf9d7251c3b8a01f3f4d16de5dccda0e14f 2478 2469 2017-06-14T05:39:51Z Skylinekakkoii 57 wikitext text/x-wiki == LFS World Hotlap Analyser == [[Image:HotlapAnalyserView.jpg|thumb|LFS World Hotlap Analyser]] http://www.lfsworld.net/rafa/ === これは何? === LFS Worldには、[http://www.lfsworld.net/?win=hotlaps ホットラップ] 専用のセクションがあります。There you can upload your best laps driven in hotlap mode and compare yourself to other racers. To help you improve your driving skills, there are the so called [[テレメトリー]] programs that can provide you with a lot of (technical) data about your lap. This however requires that you first download the analyser software, then start LFS and output a special file, made from the hotlap. Only then you can open this special file in your analyser. To make things easier, we have now added an [http://www.lfsworld.net/rafa/ instant Hotlap Analyser] at LFS World that allows you to just select two hotlaps uploaded at LFS World and instantly analyse them without the need to convert anything. == How it works == [[Image:HotlapAnalyserTCSelection.jpg|thumb|Track & car selection]] === Track and car selection === When you [http://www.lfsworld.net/rafa/ start the analyser], the first thing you will see is the track and car selection screen. Here you must choose the track and car of the chart you wish to analyse hotlaps from. You will not see this screen if you load the analyser through the compare function of the [http://www.lfsworld.net/?win=hotlaps&whichTab=trackcharts hotlap chart pages]. Once you have selected a track and car, you will then be presented with that chart. First to load the 'red' entry and then the 'blue' entry. <br> <br> <br> <br> <br> === Menu bar options === [[Image:HotlapAnalyserRedButton.gif|right]]Starting at the left of the menu bar we find a red button with a name and a laptime in it. This shows you the first hotlap that has been loaded into the analyser. Click on it to load another hotlap in its place. The two SPR and RAF buttons next to it allow you to download the LFS Replay (SPR) or the Analyser (RAF) files. [[Image:HotlapAnalyserBlueButton.gif|right]]The blue button and its SPR and RAF buttons work the same way, for the second hotlap that you load into the analyser. [[Image:HotlapAnalyserSyncButton.gif|right]]Next we find the Sync button. When activated, the analyser will sync both hotlaps by distance. That means that the cars will always appear at identical positions on the track as opposed to non-synced, where the hotlaps are just displayed over time. [[Image:HotlapAnalyserMetricButton.gif|right]]The next button is the Km/h or Mph selector. [[Image:HotlapAnalyserAddGraphButton.gif|right]]Then there is the New Data View button that will add a new data view window to the analyser. You can have a maximum of four opened at the same time. [[Image:HotlapAnalyserReplayButton.gif|right]]The Play/Pause button does what it's named after; it will start or pause replaying of the hotlaps. You can also press the space bar. You can select playback speed via the pulldown menu, or by pressing 1, 2, 3 or 4. [[Image:HotlapAnalyserScrollButton.gif|right]]The last button is named SF, which stands for Scroll Follow. When you are zoomed in on a graph and you are playing back, you can activate this option to let your zoomed graph(s) scroll along with the playback. <br> [[Image:HotlapAnalyserTrackView.jpg|thumb|The Track View]] === Track view === Here you can see the cars in motion and you can see their racing lines. The Follow button allows you to follow a certain car while replaying, or follow no car at all. Options are Leader, Red, Blue or None. If None is selected you will be able to manually move the track map while replaying. The Path button toggles the racing path on or off. The Map button toggles the track map on or off. You can zoom this view in and out with the mouse wheel. You can also move the map around with your mouse, unless you are replaying the hotlaps and following a car. <br> <br> <br> <br> <br> <br> === Data views === First let us explain the buttons on the data view menu bar.<br> The first button is a drop down menu to select a data view type. The second button (X) is to close the view. An additional Wheel drop down button will appear if you select a graph with wheel specific data. There are different types of views that you can select, like graphs of course, but also some other views that show you more of a summary of information : [[Image:HotlapAnalyserOverView.jpg|thumb|Overview]] '''Overview'''<br> This gives you a lot of basic telemetry all in one view. Split times, speed, gear, RPM, clutch, throttle, brake and a Gforce meter are all available. You can also see some options displayed that are abbreviated. These mean :<br> LHD - Left Hand Drive<br> AG - Auto Gear<br> SH - (manual) Shifter<br> BH - Brake Help<br> CL - (manual) Clutch [[Image:HotlapAnalyserWheelView.jpg|thumb|Wheel View]] '''Wheel view'''<br> This is a 3D representation of the cars' wheels. You can see air temperature (air inside tyre), forces acting on the tyres (red means too much force) and you can view the lean of the wheels, though you might want to open the Live Camber graph for more detail. The Follow Rotation button sets whether the objects will rotate along with the car (during replays). You can rotate the 3D views manually by simply grabbing the objects and moving the mouse.<br> Note that if the Follow Rotation button is activated, you can only tilt the objects. Otherwise you can both tilt and rotate. You can zoom in and out on the objects with your mouse wheel. [[Image:HotlapAnalyserSetupInfo.jpg|thumb|Setup Info]] '''Setup info'''<br> Here you can find some basic setup information of each of the hotlaps. This is primarily useful to learn about gearing and suspension.<br><br><br><br><br><br> [[Image:HotlapAnalyserGraph.jpg|thumb|A graph]] '''Graphs'''<br> These views display graphical representations of racing data. There are many to choose from. Some graphs will be wheel-specific. For these types of graphs you will see a wheel selector button. Graphs are also used to scroll through the hotlaps. By clicking in a graph you can set or move the position indicator. Graphs can be zoomed in and out with your mouse wheel. Note that while replaying you can let a zoomed graph follow the replay by enabling the SF option (Scroll Follow) located in the menu bar at the top of the analyser. <br><br> == Some examples of what you can learn == === Braking points === You can easily compare braking points. Turn on Sync and open the Brake graph. There you can see who brakes first in a corner. Or watch the brake indicators on the Overview window while scrolling through the replays (manually). It is wise not to blindly trust a braking point though. Also consider the exit speed of a racer. Braking too late is bad! The trick is to find the braking point that lets you exit the corner at the highest possible speed. You should brake just in time to enter the corner through the best possible driving line and speed. It is therefore advised to compare brake, throttle and speed at the same time. <!-- 他言語へのリンク --> [[en:Hotlap Analyzer]] c8792a941878b8fb00d6d3380feeb4473f0fb80e 2492 2478 2017-12-13T08:22:49Z Skylinekakkoii 57 /* LFS World Hotlap Analyser */ wikitext text/x-wiki == LFS World Hotlap Analyser == [[Image:HotlapAnalyserView.jpg|thumb|LFS World Hotlap Analyser]] http://www.lfsworld.net/rafa/ === これは何? === LFS Worldには、[http://www.lfsworld.net/?win=hotlaps ホットラップ] 専用のセクションがあります。そこでは、ホットラップモードで走ったベストラップをアップロードして、自分と他のプレイヤーの走りを比較することができます。あなたのドライビングスキルを向上させるのに便利な、[[テレメトリー]] と呼ばれるプログラムがあります。このプログラムは、あなたのラップにおける非常に多くの (技術的な) データを提供します。This however requires that you first download the analyser software, then start LFS and output a special file, made from the hotlap. Only then you can open this special file in your analyser. To make things easier, we have now added an [http://www.lfsworld.net/rafa/ instant Hotlap Analyser] at LFS World that allows you to just select two hotlaps uploaded at LFS World and instantly analyse them without the need to convert anything. == How it works == [[Image:HotlapAnalyserTCSelection.jpg|thumb|Track & car selection]] === Track and car selection === When you [http://www.lfsworld.net/rafa/ start the analyser], the first thing you will see is the track and car selection screen. Here you must choose the track and car of the chart you wish to analyse hotlaps from. You will not see this screen if you load the analyser through the compare function of the [http://www.lfsworld.net/?win=hotlaps&whichTab=trackcharts hotlap chart pages]. Once you have selected a track and car, you will then be presented with that chart. First to load the 'red' entry and then the 'blue' entry. <br> <br> <br> <br> <br> === Menu bar options === [[Image:HotlapAnalyserRedButton.gif|right]]Starting at the left of the menu bar we find a red button with a name and a laptime in it. This shows you the first hotlap that has been loaded into the analyser. Click on it to load another hotlap in its place. The two SPR and RAF buttons next to it allow you to download the LFS Replay (SPR) or the Analyser (RAF) files. [[Image:HotlapAnalyserBlueButton.gif|right]]The blue button and its SPR and RAF buttons work the same way, for the second hotlap that you load into the analyser. [[Image:HotlapAnalyserSyncButton.gif|right]]Next we find the Sync button. When activated, the analyser will sync both hotlaps by distance. That means that the cars will always appear at identical positions on the track as opposed to non-synced, where the hotlaps are just displayed over time. [[Image:HotlapAnalyserMetricButton.gif|right]]The next button is the Km/h or Mph selector. [[Image:HotlapAnalyserAddGraphButton.gif|right]]Then there is the New Data View button that will add a new data view window to the analyser. You can have a maximum of four opened at the same time. [[Image:HotlapAnalyserReplayButton.gif|right]]The Play/Pause button does what it's named after; it will start or pause replaying of the hotlaps. You can also press the space bar. You can select playback speed via the pulldown menu, or by pressing 1, 2, 3 or 4. [[Image:HotlapAnalyserScrollButton.gif|right]]The last button is named SF, which stands for Scroll Follow. When you are zoomed in on a graph and you are playing back, you can activate this option to let your zoomed graph(s) scroll along with the playback. <br> [[Image:HotlapAnalyserTrackView.jpg|thumb|The Track View]] === Track view === Here you can see the cars in motion and you can see their racing lines. The Follow button allows you to follow a certain car while replaying, or follow no car at all. Options are Leader, Red, Blue or None. If None is selected you will be able to manually move the track map while replaying. The Path button toggles the racing path on or off. The Map button toggles the track map on or off. You can zoom this view in and out with the mouse wheel. You can also move the map around with your mouse, unless you are replaying the hotlaps and following a car. <br> <br> <br> <br> <br> <br> === Data views === First let us explain the buttons on the data view menu bar.<br> The first button is a drop down menu to select a data view type. The second button (X) is to close the view. An additional Wheel drop down button will appear if you select a graph with wheel specific data. There are different types of views that you can select, like graphs of course, but also some other views that show you more of a summary of information : [[Image:HotlapAnalyserOverView.jpg|thumb|Overview]] '''Overview'''<br> This gives you a lot of basic telemetry all in one view. Split times, speed, gear, RPM, clutch, throttle, brake and a Gforce meter are all available. You can also see some options displayed that are abbreviated. These mean :<br> LHD - Left Hand Drive<br> AG - Auto Gear<br> SH - (manual) Shifter<br> BH - Brake Help<br> CL - (manual) Clutch [[Image:HotlapAnalyserWheelView.jpg|thumb|Wheel View]] '''Wheel view'''<br> This is a 3D representation of the cars' wheels. You can see air temperature (air inside tyre), forces acting on the tyres (red means too much force) and you can view the lean of the wheels, though you might want to open the Live Camber graph for more detail. The Follow Rotation button sets whether the objects will rotate along with the car (during replays). You can rotate the 3D views manually by simply grabbing the objects and moving the mouse.<br> Note that if the Follow Rotation button is activated, you can only tilt the objects. Otherwise you can both tilt and rotate. You can zoom in and out on the objects with your mouse wheel. [[Image:HotlapAnalyserSetupInfo.jpg|thumb|Setup Info]] '''Setup info'''<br> Here you can find some basic setup information of each of the hotlaps. This is primarily useful to learn about gearing and suspension.<br><br><br><br><br><br> [[Image:HotlapAnalyserGraph.jpg|thumb|A graph]] '''Graphs'''<br> These views display graphical representations of racing data. There are many to choose from. Some graphs will be wheel-specific. For these types of graphs you will see a wheel selector button. Graphs are also used to scroll through the hotlaps. By clicking in a graph you can set or move the position indicator. Graphs can be zoomed in and out with your mouse wheel. Note that while replaying you can let a zoomed graph follow the replay by enabling the SF option (Scroll Follow) located in the menu bar at the top of the analyser. <br><br> == Some examples of what you can learn == === Braking points === You can easily compare braking points. Turn on Sync and open the Brake graph. There you can see who brakes first in a corner. Or watch the brake indicators on the Overview window while scrolling through the replays (manually). It is wise not to blindly trust a braking point though. Also consider the exit speed of a racer. Braking too late is bad! The trick is to find the braking point that lets you exit the corner at the highest possible speed. You should brake just in time to enter the corner through the best possible driving line and speed. It is therefore advised to compare brake, throttle and speed at the same time. <!-- 他言語へのリンク --> [[en:Hotlap Analyzer]] 9fdf363a1667d968e46183efb120a4a8eefe8b06 略語集 0 1541 2472 2325 2017-06-13T12:45:25Z Skylinekakkoii 57 リンク修正 wikitext text/x-wiki Live for Speedで使われている略語の訳語リストです。 == # == '''4WD''' - 4輪駆動<br /> == A == '''AA''' - アンチエイリアス<br /> '''ABS''' - アンチロックブレーキシステム<br /> '''ADM''' - 管理者<br /> '''AI''' - 人工知能<br /> '''AF''' - 異方性フィルタリング<br /> '''AG''' - オートマチックギア(トランスミッション)<br /> '''ARB''' - アンチロールバー(スタビライザー)<br /> '''AS''' - [[Aston]] (サーキット)<br /> '''AU''' - [[Autocross]] (サーキット)<br /> '''AWD''' - 全輪駆動<br /> == B == '''BC''' - ボタンクラッチ<br /> '''BF1''' - [[シングルシーター#BMW Sauber_F1_(Formula One)|BMW Sauber F1.06]] (車)<br /> '''BH''' - ブレーキヘルプ<br /> '''BL''' - [[Blackwood]] (サーキット)<br /> == C == '''CMD''' - コマンド<br /> '''CMX''' - カーメッシュエクスポート(CMX Viewerも同様)<br /> '''CONN''' - 接続数<br /> '''CPW''' - チートプロテクション警告<br /> '''CRU''' - クルーズ (逆走が許可されている) (ホストのリスト)<br /> '''CT''' - クラッチ温度<br /> == D == '''DDS''' - ダイレクトドローサーフェイス<br /> '''DEDI''' - Dedicatedな [[Host チュートリアル#Dedicatedと"フルクライアント"サーバー|LFS サーバー]] (グラフィック表示なし)<br /> '''DF''' - ダウンフォース<br /> '''DFGT''' - Logicool Driving Force GT (ステアリングコントローラ)<br /> '''DIFF''' - ディファレンシャルギア<br /> '''DS''' - 距離<br /> == E == '''EXEC''' - 実行する<br /> '''ENG''' - エンジン<br /> == F == '''FAQ''' - よく聞かれる質問<br /> '''FBM''' - [[シングルシーター#Formula_BMW|Formula BMW FB02]] (車)<br /> '''FCV''' - 強制コクピットビュー<br /> '''FE''' - [[Fern Bay]] (サーキット)<br /> '''FF''' - フォースフィードバック、フロントエンジンフロントドライブ<br /> '''FFB''' - フォースフィードバック<br /> '''FO8''' - [[シングルシーター#Formula_V8|Formula V8]] (車)<br /> '''FOX''' - [[シングルシーター#Formula_XR|Formula XR]] (車)<br /> '''FOV''' - 視野角<br /> '''FPS''' - フレーム毎秒<br /> '''FR''' - フロントエンジンリアドライブ<br /> '''FWD''' - 前輪駆動<br /> '''FXO''' - [[TBOクラス#FXO_Turbo|FXO Turbo]] (車)<br /> '''FXR''' - [[RWD_GTRクラス#FXO_GTR|FXO GTR]] (車)<br /> '''FZ5''' - [[LRFクラス#FZ50|FZ50]] (車)<br /> '''FZR''' - [[RWD_GTRクラス#FZ50_GTR|FZ50 GTR]] (車)<br /> == G == '''GTR''' - グランツーリスモレーシングカー (車のクラス - [[FWD_GTRクラス#FXO_GTR|FXR]], [[RWD_GTRクラス#FZ50_GTR|FZR]], [[RWD_GTRクラス#XR_GTR|XRR]])<br /> == H == '''HEL''' - ヘルメット<br /> '''HL''' - ホットラップ<br /> '''HLVC''' - ホットラップ有効性チェック(システム)<br /> '''HP''' - 馬力<br /> == I == '''IP''' - インターネットプロトコル<br /> == J == '''JOOS''' - 同期されていない参加 (MODなどを使用した際に表示されることがあります)<br /> == K == '''Kn''' - キーボード (ヘルプなし)<br /> '''Ks''' - キーボード (安定化されている)<br /> '''KY''' - [[Kyoto Ring]] (サーキット)<br /> == L == '''LED''' - 発光ダイオード<br /> '''LMB''' - 左マウスボタン<br /> '''LFS''' - Live for Speed<br /> '''LFSW''' - [http://www.lfsworld.net LFS World]<br /> '''LSD''' - リミットスリップデフ<br /> '''LOD''' - ディテールレベル<br /> '''LRF''' - '''L'''X6-'''R'''aceAbout-'''F'''Z50 (車のクラス - [[LRFクラス#FZ50|FZ5]], [[LRFクラス#LX6|LX6]], [[LRFクラス#RaceAbout|RAC]])<br /> '''LWR''' - ロアアーム (サスペンション)<br /> '''LX4''' - [[クラスなし#LX4|LX4]] (車)<br /> '''LX6''' - [[LRFクラス#LX6|LX6]] (車)<br /> '''LYT''' - レイアウト<br /> == M == '''M''' - マウス<br /> '''MHR''' - メインホットラップランク - 18個の組み合わせがLFSWorldのオフラインホットラップで選ばれています<br /> '''MID''' - レース中の参加の許可 (ホストのリスト)<br /> '''MPR''' - マルチプレイのリプレイ<br /> '''MR''' - ミッドシップエンジンリアドライブ<br /> '''MRT''' - [[シングルシーター#MRT5|MRT5]] (McGill Racing Team) (車)<br /> '''MSG''' - メッセージ<br /> == N == == O == '''OOS''' - 同期されていない<br /> == P == '''PASS''' - パスワード<br /> '''PB''' - パーソナルベスト<br /> '''PIT''' - ピットストップ、ピットストップ義務 (ホストのリスト)<br /> '''PTS''' - ポイント<br /> '''PTH''' - パス<br /> == Q == '''QLY''' - 予選の許可 (ホストのリスト)<br /> == R == '''RAC''' - [[LRFクラス#RaceAbout|RaceAbout]] (車)<br /> '''RAF''' - リプレイ分析ファイル ([[テレメトリー]])<br /> '''RB4''' - [[TBOクラス#RB4_GT|RB4 GT]] (車)<br /> '''RCM''' - レースコントロールメッセージ<br /> '''REV''' - 逆走<br /> '''RMB''' - 右マウスボタン<br /> '''RO''' - [[Rockingham]] (サーキット)<br /> '''ROK''' - [[Rockingham]] (サーキット)<br /> '''RR''' - リアエンジンリアドライブ<br /> '''RST''' - 車のリセットの許可 (ホストのリスト)<br /> '''RWD''' - 後輪駆動<br /> == S == '''S1''' - ステージ 1 (demoバージョンの 車 & サーキット + さらなる 6台の車 と 3つのサーキット によって構成されるLFSライセンス)<br /> '''S2''' - ステージ 2 (demoバージョンの 車 & サーキット + S1の 車 & サーキット + さらなる 11台の車 と 3つのサーキット によって構成されるLFSライセンス)<br /> '''S3''' - ステージ 3 (全てのコンテンツを含んだLFSライセンス)<br /> '''S/F''' - スタート/フィニッシュ (ライン)<br /> '''SC''' - セクター、セーフティカー<br /> '''SEL''' - ゲストによるコース選択の許可 (ホストのリスト)<br /> '''SET''' - セットアップ<br /> '''SO''' - [[South City]] (サーキット)<br /> '''SPEC''' - 観戦<br /> '''SPR''' - シングルプレイのリプレイ<br /> '''SS''' - セットアップの送信<br /> '''S-S''' - シングルシーター (車のクラス - [[シングルシーター#BMW Sauber_F1_(Formula One)|BF1]], [[シングルシーター#Formula_BMW|FBM]], [[シングルシーター#Formula_V8|FO8]], [[シングルシーター#Formula_XR|FOX]], [[シングルシーター#MRT5|MRT]])<br /> '''STD''' - スタンダード (車のクラス - [[FRクラス#XFG|XFG]], [[クラスなし#UF_1000|UF1]], [[FRクラス#XR_GT|XRG]])<br /> == T == '''TBO''' - ターボ (車のクラス - [[TBOクラス#FXO_Turbo|FXO]], [[TBOクラス#RB4_GT|RB4]], [[TBOクラス#XR_GT_Turbo|XRT]])<br /> '''TC''' - トラクションコントロール<br /> '''TCP''' - 伝送制御プロトコル<br /> '''TB''' - 理論ベスト<br /> '''TM''' - タイム<br /> == U == '''UDP''' - ユーザーデータグラムプロトコル<br /> '''UF1''' - [[クラスなし#UF_1000|UF 1000]] (車)<br /> '''UFR''' - [[FWD_GTRクラス#UF_GTR|UF GTR]] (車)<br /> '''UPR''' - アッパーアーム (サスペンション)<br /> '''UTC''' - 協定世界時<br /> == V == '''VER''' - バージョン<br /> '''VOB''' - 車両オブジェクト<br /> '''VOT''' - KICK / BAN の許可 (ホストのリスト)<br /> '''VR''' - バーチャルリアリティー<br /> '''VSYNC''' - 垂直同期<br /> '''VWS''' - [[クラスなし#Volkswagen_Scirocco|Volkswagen Scirocco]] (車)<br /> == W == '''W''' - ホイール<br /> '''WE''' - [[Westhill]] (サーキット)<br /> '''WR''' - ワールドレコード、世界記録<br /> == X == '''XFG''' - [[FRクラス#XF_GTI|XF GTI]] (車)<br /> '''XFR''' - [[FWD_GTRクラス#XF_GTR|XF GTR]] (車)<br /> '''XRG''' - [[FRクラス#XR_GT|XR GT]] (車)<br /> '''XRR''' - [[RWD_GTRクラス#XR_GTR|XR GTR]] (車)<br /> '''XRT''' - [[TBOクラス#XR_GT_Turbo|XR GT Turbo]] (車)<br /> == Y == == Z == <!-- 他言語へのリンク --> [[en:Abbreviations]] [[hu:Rövidítések]] 520ddc07a13eba1d80463b9a360d7ff541f765de LFS World ステータス 0 1520 2482 2197 2017-07-24T04:11:44Z Skylinekakkoii 57 wikitext text/x-wiki LFS World ステータスにどのようにアクセスすればよいかは、LFSフォーラムの [https://www.lfs.net/forum/thread/14480 LFSWorld ステータス スレッド] で見つけることができます。 このWikiページは、まだただのリンクです。フォーラムの内容をまとめるなど、更新をお願いします! 1603109ea795bb32167621d84cd375c1f9381238 応用ドライビングガイド 0 1473 2483 2327 2017-12-10T08:48:01Z Skylinekakkoii 57 /* AnalyzeForSpeed */ 一部翻訳 wikitext text/x-wiki == ドライビングのコツ == ''by Gentlefoot'' === 一貫性を持つことがスピードを上げる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. 一貫性はセットアップを調整する際に絶対に必要な事項です。When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[テレメトリー#Analyze_for_Speed|AnalyzeForSpeed]] === これはツールは素晴らしく便利です。ワールドレコードを見ても、彼らがどのような速度でコーナーを抜けているのかなどが分からないでしょう。そんなときに、このツールが役に立ちます。 このツールを使えば、スピード、スロットルの開度、ブレーキの踏力、ステアリングの角度、そしてサーキットの上での位置など、ラップ上のどの瞬間のデータも閲覧することができます。一見すると、同じようなドライビングでも、AnalyzeForSpeed を使うことで、あなたとWRホルダーがどれだけ違った走りをしているのかをはっきりと理解することができます。 [http://www.ctd-racing.com/AFS/ Analyse for Speed Webサイト]<br /> [https://www.lfs.net/replay-analysers LFSのリプレイアナライザーのページ] === コーナー進入 === Use every inch of space on corner entry. This opens up the radius of the turn for you so the turn is less tight. Even when you think you are using all the track you probably are not. AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. '''注意!''' 早すぎるシフトダウンをフロントドライブの車で行うと、エンジンにダメージを与える可能性があります。ダメージが蓄積されていくと、エンジンの出力に影響を与えていきます。エンジンダメージはピットストップを行うことで修理することができます。これは現在0秒で修理できるようになっていますが、エンジンダメージが主な理由としてピットストップをする必要がある場合はその時間が無駄になります。出来る限りエンジンダメージを与えないドライブを心掛けましょう。 === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === どんなサーキットでも、長いストレートの前のコーナーは最も重要なコーナーとなります。This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === できるだけ早い段階で加速する === 同じ車を使用しているのに、あなたより他の誰かがストレートで速いと思ったことはありませんか?それは恐らく、彼らがわずかにあなたより早くアクセルを踏んでいたからです。 コーナーのできるだけ早い場所 (可能であればエイペックスの前、どんなに遅くてもエイペックスの直後) でフルパワーを出せるように集中しましょう。走行中にこれを意識すれば、ラップタイムを縮めることができるでしょう。パワーの少ないいくつかの車は、コーナーのほとんどでスロットルを入れることができます。 AnalyzeForSpeedを使用すると、WRホルダーがどのタイミングで加速し始めているのかを見たり、自分のベストラップと比較することができます。速いドライバー達は、フルスロットルへと戻るタイミングがとても早いです。 === スプリットタイム === スプリットタイムを覚えておくと、そのセクションで特定のラインを使って通過した際に、遅いか速いかを比較することができます。 ワールドレコードのスプリットタイムを覚えておけば、どのセクションでより速く走ればいいのかが分かります。 === 速いプレイヤーを追いかける === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードをエミュレートする === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. <!-- 他言語へのリンク --> [[en:Advanced driving guide]] b93a1f1e6bdee9fba6c3a8bcc4ec52b296a99846 2484 2483 2017-12-10T08:53:04Z Skylinekakkoii 57 /* コーナー進入 */ 一部翻訳 wikitext text/x-wiki == ドライビングのコツ == ''by Gentlefoot'' === 一貫性を持つことがスピードを上げる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. 一貫性はセットアップを調整する際に絶対に必要な事項です。When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[テレメトリー#Analyze_for_Speed|AnalyzeForSpeed]] === これはツールは素晴らしく便利です。ワールドレコードを見ても、彼らがどのような速度でコーナーを抜けているのかなどが分からないでしょう。そんなときに、このツールが役に立ちます。 このツールを使えば、スピード、スロットルの開度、ブレーキの踏力、ステアリングの角度、そしてサーキットの上での位置など、ラップ上のどの瞬間のデータも閲覧することができます。一見すると、同じようなドライビングでも、AnalyzeForSpeed を使うことで、あなたとWRホルダーがどれだけ違った走りをしているのかをはっきりと理解することができます。 [http://www.ctd-racing.com/AFS/ Analyse for Speed Webサイト]<br /> [https://www.lfs.net/replay-analysers LFSのリプレイアナライザーのページ] === コーナー進入 === コーナーの進入においては、使えるだけの全てのスペースを使いましょう。これにより、コーナリング時の回転半径がより大きくなり、より緩やかにコーナーを抜けることができます。全てのスペースを使いきっていると思ったとしても、恐らくそうではないでしょう。AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. '''注意!''' 早すぎるシフトダウンをフロントドライブの車で行うと、エンジンにダメージを与える可能性があります。ダメージが蓄積されていくと、エンジンの出力に影響を与えていきます。エンジンダメージはピットストップを行うことで修理することができます。これは現在0秒で修理できるようになっていますが、エンジンダメージが主な理由としてピットストップをする必要がある場合はその時間が無駄になります。出来る限りエンジンダメージを与えないドライブを心掛けましょう。 === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === どんなサーキットでも、長いストレートの前のコーナーは最も重要なコーナーとなります。This is because for every mph extra you carry through the corner, you carry an extra mph all the way down the straight until you hit the brakes. Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. Set your car up for the most important corners on a track and you should be able to put in some fast times. === できるだけ早い段階で加速する === 同じ車を使用しているのに、あなたより他の誰かがストレートで速いと思ったことはありませんか?それは恐らく、彼らがわずかにあなたより早くアクセルを踏んでいたからです。 コーナーのできるだけ早い場所 (可能であればエイペックスの前、どんなに遅くてもエイペックスの直後) でフルパワーを出せるように集中しましょう。走行中にこれを意識すれば、ラップタイムを縮めることができるでしょう。パワーの少ないいくつかの車は、コーナーのほとんどでスロットルを入れることができます。 AnalyzeForSpeedを使用すると、WRホルダーがどのタイミングで加速し始めているのかを見たり、自分のベストラップと比較することができます。速いドライバー達は、フルスロットルへと戻るタイミングがとても早いです。 === スプリットタイム === スプリットタイムを覚えておくと、そのセクションで特定のラインを使って通過した際に、遅いか速いかを比較することができます。 ワールドレコードのスプリットタイムを覚えておけば、どのセクションでより速く走ればいいのかが分かります。 === 速いプレイヤーを追いかける === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードをエミュレートする === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. <!-- 他言語へのリンク --> [[en:Advanced driving guide]] 30e46e29046636b2b909d8bea90f254b44c2de0d 2485 2484 2017-12-10T08:58:38Z Skylinekakkoii 57 /* 重要なコーナー */ 一部翻訳 wikitext text/x-wiki == ドライビングのコツ == ''by Gentlefoot'' === 一貫性を持つことがスピードを上げる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. 一貫性はセットアップを調整する際に絶対に必要な事項です。When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[テレメトリー#Analyze_for_Speed|AnalyzeForSpeed]] === これはツールは素晴らしく便利です。ワールドレコードを見ても、彼らがどのような速度でコーナーを抜けているのかなどが分からないでしょう。そんなときに、このツールが役に立ちます。 このツールを使えば、スピード、スロットルの開度、ブレーキの踏力、ステアリングの角度、そしてサーキットの上での位置など、ラップ上のどの瞬間のデータも閲覧することができます。一見すると、同じようなドライビングでも、AnalyzeForSpeed を使うことで、あなたとWRホルダーがどれだけ違った走りをしているのかをはっきりと理解することができます。 [http://www.ctd-racing.com/AFS/ Analyse for Speed Webサイト]<br /> [https://www.lfs.net/replay-analysers LFSのリプレイアナライザーのページ] === コーナー進入 === コーナーの進入においては、使えるだけの全てのスペースを使いましょう。これにより、コーナリング時の回転半径がより大きくなり、より緩やかにコーナーを抜けることができます。全てのスペースを使いきっていると思ったとしても、恐らくそうではないでしょう。AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. '''注意!''' 早すぎるシフトダウンをフロントドライブの車で行うと、エンジンにダメージを与える可能性があります。ダメージが蓄積されていくと、エンジンの出力に影響を与えていきます。エンジンダメージはピットストップを行うことで修理することができます。これは現在0秒で修理できるようになっていますが、エンジンダメージが主な理由としてピットストップをする必要がある場合はその時間が無駄になります。出来る限りエンジンダメージを与えないドライブを心掛けましょう。 === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === どんなサーキットでも、長いストレートの前のコーナーは最も重要なコーナーとなります。なぜかというと、そのコーナーで稼いだスピードは、次のストレートの最後でブレーキを踏むまでの直線速度に加算され、大きく関係してくるからです。 Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. サーキットで最も重要なコーナーに合わせてセットアップをすれば、短いタイムを記録できるよになるでしょう。 === できるだけ早い段階で加速する === 同じ車を使用しているのに、あなたより他の誰かがストレートで速いと思ったことはありませんか?それは恐らく、彼らがわずかにあなたより早くアクセルを踏んでいたからです。 コーナーのできるだけ早い場所 (可能であればエイペックスの前、どんなに遅くてもエイペックスの直後) でフルパワーを出せるように集中しましょう。走行中にこれを意識すれば、ラップタイムを縮めることができるでしょう。パワーの少ないいくつかの車は、コーナーのほとんどでスロットルを入れることができます。 AnalyzeForSpeedを使用すると、WRホルダーがどのタイミングで加速し始めているのかを見たり、自分のベストラップと比較することができます。速いドライバー達は、フルスロットルへと戻るタイミングがとても早いです。 === スプリットタイム === スプリットタイムを覚えておくと、そのセクションで特定のラインを使って通過した際に、遅いか速いかを比較することができます。 ワールドレコードのスプリットタイムを覚えておけば、どのセクションでより速く走ればいいのかが分かります。 === 速いプレイヤーを追いかける === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードをエミュレートする === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. <!-- 他言語へのリンク --> [[en:Advanced driving guide]] ce2ca3b880d2ac472a7b7390cc6c6bff0775ca24 2486 2485 2017-12-10T08:58:46Z Skylinekakkoii 57 /* 重要なコーナー */ wikitext text/x-wiki == ドライビングのコツ == ''by Gentlefoot'' === 一貫性を持つことがスピードを上げる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. 一貫性はセットアップを調整する際に絶対に必要な事項です。When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[テレメトリー#Analyze_for_Speed|AnalyzeForSpeed]] === これはツールは素晴らしく便利です。ワールドレコードを見ても、彼らがどのような速度でコーナーを抜けているのかなどが分からないでしょう。そんなときに、このツールが役に立ちます。 このツールを使えば、スピード、スロットルの開度、ブレーキの踏力、ステアリングの角度、そしてサーキットの上での位置など、ラップ上のどの瞬間のデータも閲覧することができます。一見すると、同じようなドライビングでも、AnalyzeForSpeed を使うことで、あなたとWRホルダーがどれだけ違った走りをしているのかをはっきりと理解することができます。 [http://www.ctd-racing.com/AFS/ Analyse for Speed Webサイト]<br /> [https://www.lfs.net/replay-analysers LFSのリプレイアナライザーのページ] === コーナー進入 === コーナーの進入においては、使えるだけの全てのスペースを使いましょう。これにより、コーナリング時の回転半径がより大きくなり、より緩やかにコーナーを抜けることができます。全てのスペースを使いきっていると思ったとしても、恐らくそうではないでしょう。AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. '''注意!''' 早すぎるシフトダウンをフロントドライブの車で行うと、エンジンにダメージを与える可能性があります。ダメージが蓄積されていくと、エンジンの出力に影響を与えていきます。エンジンダメージはピットストップを行うことで修理することができます。これは現在0秒で修理できるようになっていますが、エンジンダメージが主な理由としてピットストップをする必要がある場合はその時間が無駄になります。出来る限りエンジンダメージを与えないドライブを心掛けましょう。 === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === どんなサーキットでも、長いストレートの前のコーナーは最も重要なコーナーとなります。なぜかというと、そのコーナーで稼いだスピードは、次のストレートの最後でブレーキを踏むまでの直線速度に加算され、大きく関係してくるからです。 Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. サーキットで最も重要なコーナーに合わせてセットアップをすれば、短いタイムを記録できるようになるでしょう。 === できるだけ早い段階で加速する === 同じ車を使用しているのに、あなたより他の誰かがストレートで速いと思ったことはありませんか?それは恐らく、彼らがわずかにあなたより早くアクセルを踏んでいたからです。 コーナーのできるだけ早い場所 (可能であればエイペックスの前、どんなに遅くてもエイペックスの直後) でフルパワーを出せるように集中しましょう。走行中にこれを意識すれば、ラップタイムを縮めることができるでしょう。パワーの少ないいくつかの車は、コーナーのほとんどでスロットルを入れることができます。 AnalyzeForSpeedを使用すると、WRホルダーがどのタイミングで加速し始めているのかを見たり、自分のベストラップと比較することができます。速いドライバー達は、フルスロットルへと戻るタイミングがとても早いです。 === スプリットタイム === スプリットタイムを覚えておくと、そのセクションで特定のラインを使って通過した際に、遅いか速いかを比較することができます。 ワールドレコードのスプリットタイムを覚えておけば、どのセクションでより速く走ればいいのかが分かります。 === 速いプレイヤーを追いかける === Even watching a replay of the WR is not the same as actually following a guy who is faster then you and emulating his/her lines. Sometimes following someone will show you a line you hadn’t noticed in a replay. This helped me massively on the final turn at AS Club. This assumes you are quick enough to keep up for at least part of a lap. === ワールドレコードをエミュレートする === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. <!-- 他言語へのリンク --> [[en:Advanced driving guide]] bf388453530a4fe94469dfa06a3cb7923e0bac59 2487 2486 2017-12-10T09:04:56Z Skylinekakkoii 57 /* 速いプレイヤーを追いかける */ wikitext text/x-wiki == ドライビングのコツ == ''by Gentlefoot'' === 一貫性を持つことがスピードを上げる === It’s all very well pushing to the absolute limit every lap, going off in 3 out of 4 and setting a fast time on the 1 clean lap. However, this will not help you in a race where one off can cost you a win. Also, it will make it very difficult to improve and get really fast. The first time I lap a new circuit I’ll do the whole thing in say 2nd gear. That way I get a good look at all the potential reference points around the track and I get a feel for the flow. Then I begin to build up speed. I find I can learn a track in just a few laps taking this approach. Also, if you keep going off in say turn 3, then you’ll never know what the entry to turn 4 will be like at full speed. I have mates who play and go off at the same corner over and over again. When they finally make it through the corner, they crash at the next one! In addition, once you get to within say 5 seconds of the WR, then you’ll know which corners you can push a little harder on to save time and which you are pretty much on the money. 一貫性はセットアップを調整する際に絶対に必要な事項です。When I’m creating setups I JUST try to be consistent so that any changes show up in the time. If I was pushing 99% then a fast bit here and mistake there makes lap time comparison meaningless. === [[テレメトリー#Analyze_for_Speed|AnalyzeForSpeed]] === これはツールは素晴らしく便利です。ワールドレコードを見ても、彼らがどのような速度でコーナーを抜けているのかなどが分からないでしょう。そんなときに、このツールが役に立ちます。 このツールを使えば、スピード、スロットルの開度、ブレーキの踏力、ステアリングの角度、そしてサーキットの上での位置など、ラップ上のどの瞬間のデータも閲覧することができます。一見すると、同じようなドライビングでも、AnalyzeForSpeed を使うことで、あなたとWRホルダーがどれだけ違った走りをしているのかをはっきりと理解することができます。 [http://www.ctd-racing.com/AFS/ Analyse for Speed Webサイト]<br /> [https://www.lfs.net/replay-analysers LFSのリプレイアナライザーのページ] === コーナー進入 === コーナーの進入においては、使えるだけの全てのスペースを使いましょう。これにより、コーナリング時の回転半径がより大きくなり、より緩やかにコーナーを抜けることができます。全てのスペースを使いきっていると思ったとしても、恐らくそうではないでしょう。AnalyzeForSpeed has an uncanny knack of proving this to you. As you are turning toward the apex, you need to be above the ideal corner speed slightly, scrubbing it off as you get to the apex. If you turn in at the required corner speed, you will be shedding time to the fast guys who will be carrying extra speed to the apex I guarantee it. This is one of the hardest skills to master in LFS and in my view what separates the ‘aliens’ (I hate that term) from the rest of us. To do this you will need to learn how to trail brake while keeping some throttle on. Make sure your pedals are set with separate axis. === ブレーキング === Many beginners do not down-change early enough when braking. This makes a big difference in braking areas after long straights into slow corners. It can reduce your braking distance by as much as 10 metres. This will save you 1-2 tenths in lap time. It can also help you when attempting a pass on corner entry or defending a pass from a driver behind. The down change needs to occur at the precise moment when the speed is reduced to a point where the wheels will not lock as you enter the gear below. Lock up and your braking distance will increase dramatically and you will ruin your tyres. In many cars you can down change at the same moment of even just before you hit the brakes. This depends on the revs in current gear, gear ratios and the rate at which the car can reduce speed. '''注意!''' 早すぎるシフトダウンをフロントドライブの車で行うと、エンジンにダメージを与える可能性があります。ダメージが蓄積されていくと、エンジンの出力に影響を与えていきます。エンジンダメージはピットストップを行うことで修理することができます。これは現在0秒で修理できるようになっていますが、エンジンダメージが主な理由としてピットストップをする必要がある場合はその時間が無駄になります。出来る限りエンジンダメージを与えないドライブを心掛けましょう。 === タイヤ === Look after them – don’t lock them in braking and apply the absolute minimum steering angle required. If the tyres are making loads of noise you have applied too much lock. This will dramatically increase your tyre temps and mean you have to run less aggressive camber and pressures to make them last the race. This will lose you time. === 重要なコーナー === どんなサーキットでも、長いストレートの前のコーナーは最も重要なコーナーとなります。なぜかというと、そのコーナーで稼いだスピードは、次のストレートの最後でブレーキを踏むまでの直線速度に加算され、大きく関係してくるからです。 Fast corners before long straights are even more important than slow corners before straights because at higher speeds the car accelerates more slowly, so the extra mph you carry has a greater affect. For corners before long straights you can afford to lose some time on entry if it means you will come out faster. Generally this means apex slightly further round the corner than the mid point. The longer the straight, the later the apex although on fast corners the apex point is pretty much in the middle because you must carry speed through fast corners for reasons mentioned above. サーキットで最も重要なコーナーに合わせてセットアップをすれば、短いタイムを記録できるようになるでしょう。 === できるだけ早い段階で加速する === 同じ車を使用しているのに、あなたより他の誰かがストレートで速いと思ったことはありませんか?それは恐らく、彼らがわずかにあなたより早くアクセルを踏んでいたからです。 コーナーのできるだけ早い場所 (可能であればエイペックスの前、どんなに遅くてもエイペックスの直後) でフルパワーを出せるように集中しましょう。走行中にこれを意識すれば、ラップタイムを縮めることができるでしょう。パワーの少ないいくつかの車は、コーナーのほとんどでスロットルを入れることができます。 AnalyzeForSpeedを使用すると、WRホルダーがどのタイミングで加速し始めているのかを見たり、自分のベストラップと比較することができます。速いドライバー達は、フルスロットルへと戻るタイミングがとても早いです。 === スプリットタイム === スプリットタイムを覚えておくと、そのセクションで特定のラインを使って通過した際に、遅いか速いかを比較することができます。 ワールドレコードのスプリットタイムを覚えておけば、どのセクションでより速く走ればいいのかが分かります。 === 速いプレイヤーを追いかける === WRのリプレイを見て分析したとしても、あなたより速い人のラインを実際にトレースして、覚えるのとは異なります。実際に速い人を追いかけることで、リプレイを見ても気づかなかったラインなどに気が付けることがあります。 ただし、これはラップ上での少なくとも一部の区間で、その人についていけるだけの速さを持っていることを前提としています。 === ワールドレコードをエミュレートする === Don’t watch a WR, see that the driver takes T1 at 87mph and then try and take T1 at 87mph, you will go off. Try to aim for a few mph less and build from there. You will get a feel for the amount of lock, trail braking, and throttle control by doing this. With practice you may then be able to match the WR speed through a particular corner. <!-- 他言語へのリンク --> [[en:Advanced driving guide]] f637a7f0fc0de5f3f670fc56fbcfc2165833b238 オプション 0 1413 2488 2403 2017-12-11T11:22:52Z Skylinekakkoii 57 /* Graphics */ wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。'''(更新中...) == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューでは、音楽や効果音などの音量を調整できます。 '''車の効果音:''' 車の効果音の音量をコントロールします。エンジン音にパチパチとノイズが入る場合、この値を下げましょう。 '''タイヤスキッド:''' タイヤのスキッド(スキール)音の音量をコントロールします。'0.0'はリアルな音量で、'1.0'はより聞こえやすくしたボリュームレベルです。 '''風の音量:''' 風切り音の音量です。オープンカーはこの設定に関係なく風切り音が大きくなります。'0.0'がリアルな音量です。 '''エコー効果:''' エコー効果の音量をコントロールします。'0.0'がリアルな音量です。高い値を指定すると、パチパチとノイズが入ることがあります。 '''BGM:''' BGMの音量です。 '''インターフェイス:''' クリックボタンなどの、インターフェイスの音の音量です。 '''セットアップ画面のBGM:''' セットアップ画面でのBGM再生をONにするかOFFにするか指定します。 '''レース中のBGM:''' レース中のBGM再生をONにするかOFFにするか指定します。 '''リプレイ中のBGM:''' リプレイ中のBGM再生をONにするかOFFにするか指定します。 '''Song choice:''' 'スキップ'と'選択'ボタンを使用することでBGMを指定することができます。 '''ゲーム中の音楽:''' LFSはプレイリストの再生をサポートしています。ここでは現在どのプレイリストが選択されているのか確認、変更することができます。'スキップ'ボタンを使うと音楽を1曲飛ばすことができます。'選択'ボタンを使うと直接曲を指定できます。 '''プレイリストの編集:''' このボタンを押すと、プレイリストの編集画面に入り、プレイリストを作ったり編集することができます。Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equally often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。[http://www.vorbis.com www.vorbis.com]や[http://audacity.sourceforge.net/ Audacity]などのフリーウェアエンコーダーを使用するか、その他のエンコーダーソフトを使うことで、あなたの音楽を変換できます。LFSで変換した音楽ファイルを再生するには、LFS\data\ogg ディレクトリーへ保存してください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、低スペックなコンピューターに対して、ゲームのフィーリングを劇的に改善することのできる項目です。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Haze effect:''' もや・かすみのエフェクト '''Draw sky:''' 空の描画タイプ。  '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' ボタンやスモールマップ、テキストの色・透明度、画面表示全体の位置とサイズを変更できます。 <br><br><br><br> == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。<br> '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。[[車種#各車種のステアリングロック角度 |(各車種のステアリングロック角度)]] '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- 他言語へのリンク --> [[en:Option]] [[de:Optionen]] fd91215052649cc3ff0e747cda0873147987fbd3 2489 2488 2017-12-11T11:31:30Z Skylinekakkoii 57 /* Audio */ wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。'''(更新中...) == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューでは、音楽や効果音などの音量を調整できます。 '''車の効果音:''' 車の効果音の音量をコントロールします。エンジン音にパチパチとノイズが入る場合、この値を下げましょう。 '''タイヤスキッド:''' タイヤのスキッド(スキール)音の音量をコントロールします。'0.0'はリアルな音量で、'1.0'はより聞こえやすくしたボリュームレベルです。 '''風の音量:''' 風切り音の音量です。オープンカーはこの設定に関係なく風切り音が大きくなります。'0.0'がリアルな音量です。 '''エコー効果:''' エコー効果の音量をコントロールします。'0.0'がリアルな音量です。高い値を指定すると、パチパチとノイズが入ることがあります。 '''BGM:''' BGMの音量です。 '''インターフェイス:''' クリックボタンなどの、インターフェイスの音の音量です。 '''セットアップ画面のBGM:''' セットアップ画面でのBGM再生をONにするかOFFにするか指定します。 '''レース中のBGM:''' レース中のBGM再生をONにするかOFFにするか指定します。 '''リプレイ中のBGM:''' リプレイ中のBGM再生をONにするかOFFにするか指定します。 '''Song choice:''' 'スキップ'と'選択'ボタンを使用することでBGMを指定することができます。 '''ゲーム中の音楽:''' LFSはプレイリストの再生をサポートしています。ここでは現在どのプレイリストが選択されているのか確認、変更することができます。'スキップ'ボタンを使うと音楽を1曲飛ばすことができます。'選択'ボタンを使うと直接曲を指定できます。 '''プレイリストの編集:''' このボタンを押すと、プレイリストの編集画面に入り、プレイリストを作ったり編集することができます。"Channel 1"は全ての設定画面での標準設定で、削除することはできません。画面の左側から、プレイリストを追加、削除、プレイリストの名前の変更をすることができます。画面の右側では、曲を割り当てたり、削除したりすることができます。曲が確実に再生されるようにするには、その曲の優先順位を最高優先度である'3'にセットする必要があります。反対に、'1'は最も優先順位が低く、 その曲があまり再生されないようにする設定となります。曲の優先順位が高いほど、再生される可能性が高くなります。This means that if you have two song of the same priority you will hear both song equally often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently. '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。[http://www.vorbis.com www.vorbis.com]や[http://audacity.sourceforge.net/ Audacity]などのフリーウェアエンコーダーを使用するか、その他のエンコーダーソフトを使うことで、あなたの音楽を変換できます。LFSで変換した音楽ファイルを再生するには、LFS\data\ogg ディレクトリーへ保存してください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、低スペックなコンピューターに対して、ゲームのフィーリングを劇的に改善することのできる項目です。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Haze effect:''' もや・かすみのエフェクト '''Draw sky:''' 空の描画タイプ。  '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' ボタンやスモールマップ、テキストの色・透明度、画面表示全体の位置とサイズを変更できます。 <br><br><br><br> == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。<br> '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。[[車種#各車種のステアリングロック角度 |(各車種のステアリングロック角度)]] '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- 他言語へのリンク --> [[en:Option]] [[de:Optionen]] 79434008ba51bdc572313bcb2f15f6e87d411301 2490 2489 2017-12-11T14:36:29Z Skylinekakkoii 57 /* Audio */ wikitext text/x-wiki Optionsメニューは新しいパッチが公開されると変更される場合があります。<br> '''バージョン Xを元に作成しています。'''(更新中...) == Audio == [[image:Audio.jpg|thumb|Audio]] このメニューでは、音楽や効果音などの音量を調整できます。 '''車の効果音:''' 車の効果音の音量をコントロールします。エンジン音にパチパチとノイズが入る場合、この値を下げましょう。 '''タイヤスキッド:''' タイヤのスキッド(スキール)音の音量をコントロールします。'0.0'はリアルな音量で、'1.0'はより聞こえやすくしたボリュームレベルです。 '''風の音量:''' 風切り音の音量です。オープンカーはこの設定に関係なく風切り音が大きくなります。'0.0'がリアルな音量です。 '''エコー効果:''' エコー効果の音量をコントロールします。'0.0'がリアルな音量です。高い値を指定すると、パチパチとノイズが入ることがあります。 '''BGM:''' BGMの音量です。 '''インターフェイス:''' クリックボタンなどの、インターフェイスの音の音量です。 '''セットアップ画面のBGM:''' セットアップ画面でのBGM再生をONにするかOFFにするか指定します。 '''レース中のBGM:''' レース中のBGM再生をONにするかOFFにするか指定します。 '''リプレイ中のBGM:''' リプレイ中のBGM再生をONにするかOFFにするか指定します。 '''Song choice:''' 'スキップ'と'選択'ボタンを使用することでBGMを指定することができます。 '''ゲーム中の音楽:''' LFSはプレイリストの再生をサポートしています。ここでは現在どのプレイリストが選択されているのか確認、変更することができます。'スキップ'ボタンを使うと音楽を1曲飛ばすことができます。'選択'ボタンを使うと直接曲を指定できます。 '''プレイリストの編集:''' このボタンを押すと、プレイリストの編集画面に入り、プレイリストを作ったり編集することができます。"Channel 1"は全ての設定画面での標準設定で、削除することはできません。画面の左側から、プレイリストを追加、削除、プレイリストの名前の変更をすることができます。画面の右側では、曲を割り当てたり、削除したりすることができます。曲が確実に再生されるようにするには、その曲の優先順位を最高優先度である'3'にセットする必要があります。反対に、'1'は最も優先順位が低く、 その曲があまり再生されないようにする設定となります。曲の優先順位が高いほど、再生される可能性が高くなります。例えば、2つの曲を登録し、同じ優先度を指定すると、同様の頻度でそれぞれの曲を聴くことができます。どちらかの優先度を3にし、もう片方を1に設定しておくと、3に設定した曲がより多く再生されるようになります。 '''メモ:''' 音楽ファイルにはOgg Vorbisフォーマットを使用します。[http://www.vorbis.com www.vorbis.com]や[http://audacity.sourceforge.net/ Audacity]などのフリーウェアエンコーダーを使用するか、その他のエンコーダーソフトを使うことで、あなたの音楽を変換できます。LFSで変換した音楽ファイルを再生するには、LFS\data\ogg ディレクトリーへ保存してください。 == Screen == [[image:Screen.jpg|thumb|Screen]] このメニューでは、解像度と色数、リフレッシュレートを選ぶことができてます。またキーボードに割り当てることも可能です。 '''Show 32-bit modes:''' 32ビット(約1670万色)の解像度の表示。32ビットにすると色数が増えますが、ビデオカードの性能が低ければ描画パフォーマンスが低下し、ビデオメモリの消費量も増加します。標準は16ビット(約65000色)です。 '''Wide screen effect:''' ワイドスクリーン・エフェクトの表示 '''Clip mouse to window:''' ウィンドウモードでマウスポインタが画面からはみ出ないようにします。マウスで車を操縦する場合、yesにしましょう。'''Ctrl+C'''でも変更できます。 '''Key assign (Shift + ):''' 解像度をキーボードに割り当てます。解像度と色数、リフレッシュレートを'''Shift+F9~Shift+F12'''に割り当てることができます 。右側のボタンのうちの1つを選んで割り当てて下さい。 <br><br><br><br> == Graphics == [[image:Graphicsmax.jpg|thumb|Maximum graphic settings]] [[image:Graphicsmin.jpg|thumb|Minimum graphic settings]] このオプションは、グラフィックス品質の全ての秘密の握っています。このオプションを微調整することにより、フレームレートを上げたり、画質のクオリティーを改善することができます。いくつかの項目は、低スペックなコンピューターに対して、ゲームのフィーリングを劇的に改善することのできる項目です。右の写真は最高・最低設定です。 *『LOD(Level Of Detail)詳細レベル』とは物体とテクスチャーの品質が、距離に応じて変化する設定です。たとえば、低い詳細レベルの場合、タイヤは角張って見えます。 '''User LOD:''' 遠くに表示される物体が省略されて表示されます<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Mirror LOD:''' ミラーに写る物体の品質。『User LOD』のミラー版<br> :''パフォーマンス: 0.10 | クオリティー: 0.30'' '''Dust LOD:''' 煙と砂塵の品質<br> :''パフォーマンス: 0.20 | クオリティー: 1.00'' '''Haze effect:''' もや・かすみのエフェクト '''Draw sky:''' 空の描画タイプ。  '''Shadow type:''' 影の表示タイプ '''Full wheels:''' ホイールはポリゴン数が多いのでOFF(すべて簡易表示)にするとパフォーマンスUP '''Draw trees:''' 樹木の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw flags:''' 背景の旗の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Draw rubber:''' タイヤ痕の表示 (off:全て非表示/main:表示/+ mirror:ミラーにも表示) '''Texture mip bias:''' ミップマップ・バイアスの調整(0.00にするほど遠くのテクスチャーにフィルターがかかります) '''Enable dither:''' 色数が16ビットのとき、ディザ表示の使用 '''Enable mip fillter:''' ミップマップ・フィルターの使用 '''Full size texture:''' テクスチャーのサイズ。ビデオメモリを節約する場合『no』 '''Car and helmet skins:''' 車とヘルメットのスキンを圧縮して使用するか。ビデオメモリを節約する場合『compressed』 ビデオカードの設定 '''Z-Buffer Depth:''' Zバッファー(陰面処理)の精度(数字が大きいほど高精度)  <br><br><br><br> == View == [[image:View.jpg|thumb|VIew]] このオプションは、視点つまりカメラを調節します。運転しやすいようにカスタマイズすることは、ラップタイムにも影響を与えるので非常に重要です。 '''Default Driver view:''' In car(スタンダードビュー)と、custom(カスタムビュー)の切り替え。 :*スタンダードビューは最もリアリスティックなモードで、カスタムビューは好きなところに自由に配置できます。ここで選択したモードはLFSをスタートした時に自動的に選択されます、また'''SHIFT + F1'''を押すと切り替わります。あなたがよく使用するモードを選択してください。 ===スタンダード・ビューモード(In car)=== '''Field of view:''' カメラの視野(ズーム量)。デフォルト値は、90°辺りです。(キーボードの'''5'''、 '''6'''でも可) '''Pitch view:''' カメラの上下方向の回転量の調節 '''Rotate view:''' カメラの水平方向の回転量の調節 '''Move view with animation:''' 『YES』にするとステアリングを左右に切った時に、体の軸がぶれるのをリアルに再現します。お好みで設定してください。 '''Mirror offsets lateral:''' ルームミラーの水平方向の調節 '''Mirror offsets vertical:''' ルームミラーの垂直方向の調節 '''Draw driver / wheel:''' ドライバーの両腕、ステアリングホイールを表示/非表示にします。ホイールコントローラーを使用している人々がよく非表示にしています。 '''Mirrors mode:'''  ミラーの表示方法。『real』はコックピットを表示しなければなりません。 '''Clocks mode:''' 計器類の表示方法。 '''Acceleration shifts viewpoint:'''<br> 以下の4つの項目は、スタンダードビューとカスタムビューの両方で、Gフォースによる頭と体の影響度を設定します。0に設定するとカメラはGフォースの影響を受けません。 '''1g head tilt:''' Gフォースによる頭の傾き量 '''1g lateral shift:''' Gフォースによる体の左右の移動量 '''1g forward shift:''' Gフォースによる体の前後の移動量 '''1g vertical shift:''' Gフォースによる体の上下の移動量 '''Look function:''' 下の『Button look』以外に、左右を見る方法を追加できます。 :『Axis』 Controlsオプションでアナログ軸に割り当て、コントローラーでカメラを左右に動かせます。 :『steer』 ステアリングを左右に切ると、それに応じてカメラも左右に回転します。『Look sensitivity』で感度を調節できます。 :『ms X』  マウスでカメラを左右を動かせます。『Look centre reduction』で移動量を調節できます。 :『ms XY』 マウスでカメラを上下・左右に動かせます。 '''Button look:''' Controlsオプションで割り当てたボタンを押して左右・後方を見るとき、スムーズにパンするか、一瞬でパンするか選べます。 ===カスタム・ビューモード(custom)=== (メモ:この設定は、車種ごとに保存されます。) '''Field of view:'''  ''In carと同じ'' '''Pitch view:'''  ''In carと同じ''  '''Rotate view:'''  ''In carと同じ'' '''Draw(main):''' 通常の表示スタイルを選びます。 :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Draw(look):''' 『Button look』で左右後方を見たときの表示スタイル :『no draw』 何も表示しません :『wheels』 タイヤだけ表示 :『Body』 車両を表示 '''Mirror offsets lateral:''' ''In carと同じ'' '''Mirror offsets vertical:'''  ''In carと同じ'' '''Draw driver / wheel:'''  ''In carと同じ'' '''Mirrors mode:'''  ''In carと同じ'' '''Clocks mode:'''  ''In carと同じ'' '''Acceleration shifts viewpoint:''' Gフォースによる頭と体の影響度の一括オン/オフ '''1g head tilt:'''  ''In carと同じ'' '''1g lateral shift:'''  ''In carと同じ'' '''1g forward shift:'''  ''In carと同じ'' '''1g vertical shift:'''  ''In carと同じ'' '''Look function:'''  ''In carと同じ'' '''Button look:'''  ''In carと同じ'' '''X offset:''' 左右のカメラの位置 '''Y offset:''' 前後のカメラの位置 '''Z offset:''' 上下のカメラの位置 『'''Centre view'''(中央)』と『'''Eye position'''(ドライバー目線)』で、すばやくカメラの位置を変更できます。 ---------------------------------------------------------------------------- === ビューのボタンとショートカット === '''V :''' 次のカメラ<br> '''SHIFT + V :''' 前のカメラ<br> '''TAB :''' 次の車を表示<br> '''SHIFT + TAB :''' 前の車を表示<br> '''HOME :''' 自分の車を表示<br> '''SHIFT + F1 :''' 『Default Driver view』にカメラを変更<br> '''SHIFT + F :''' 全ての画面表示・メッセージを非表示<br> '''SHIFT + M :''' ミラーモードの変更 (ミラーなし/リアルミラー/バーチャルミラー/すべて)<br> '''SHIFT + U :''' Autocross エディター/フリービューモード<br> <br><br><br><br> == Display == [[image:Display.jpg|thumb|Display]] レース画面にはさまざまな情報が表示されます。レースや車の情報、チャットの文字大きさを設定できます。 '''Frame rate display (fps):''' フレームレートの表示位置 '''Show virtual start lights:''' バーチャル スタートライトの表示位置 '''Show small maps:''' コース図の表示位置 '''Digital speedo:''' スピードメーターをデジタル/アナログに変更 '''Show pedals:''' ペダルバーの表示 '''Virtual steering gauge:''' ステアリングゲージの表示 '''Show position list:''' ポジションリストの表示 '''Drop shadows:''' 見やすいようにテキストに影をつけます '''Message text size:''' チャットなど画面左側に表示されるメッセージのサイズ '''Overall times display:''' 他車とのタイム差の表示方法 '''Checkpoint text:''' 区間タイムの表示 '''Manual shift indicator:''' シフトライト(アップ時のみ)の表示 '''Clock needle colour:''' メーターの針の色 '''Clock text colour:''' メーターの文字の色 '''Central text colour:''' 画面中央に表示される文字の色 '''FOX / F08 / BF1 dashboard:''' フォーミュラ系のダッシュボードの色 '''Interface''' ボタンやスモールマップ、テキストの色・透明度、画面表示全体の位置とサイズを変更できます。 <br><br><br><br> == Player == [[image:Player.jpg|thumb|Player]] ここではプレーヤーに関する設定ができます。 (メモ:この設定は、プレーヤー名ごとに保存されます。) '''Player name:''' プレーヤー名の変更 '''Other players:''' 新たにプレーヤー名を作成・削除 '''Number plate:''' ナンバープレートの文字 '''Driver position:''' 右ハンドル/左ハンドルを選択できます '''Speed display:''' スピード表示の単位 '''Pressure display:''' 圧力の単位 '''Break help:''' ブレーキヘルプのOn/Off '''Gear shift mode:''' ギヤシフトのタイプ。使用するコントローラに合わせて、オート/シーケンシャル/シフターの3種類から選択できます。 ''シーケンシャル、シフター選択時'' :'''Auto clutch:''' 自動でクラッチを切ってくれます。 :'''Throttle blip on downshift:''' シフトダウン時に自動でブリッピングします。 :'''Throttle cut on upshift:''' シフトアップ時に自動でスロットルカットします。 <br><br><br><br> == Controls == [[image:Controls.jpg|thumb|Controls]] LFSはさまざまなデバイスでプレイすることが出来ます。 また複数のデバイスを同時に使うことも出来ます。 === Mouse/Keyboard === '''Keyboard steer:''' ::『'''Mouse steer'''』・・・マウスでステアリングを操作します、アクセルとブレーキなどをボタン(マウスのボタンかキーボード)に割り当てます。 ::『'''Keyboard - no help'''』・・・キーボードでステアリングを操作します。ボタンが押しつづける限り、最大のロック角まで切り続け、車は曲がり続けます。左右を同時に押すと、その位置を保ちます。このモードは、あまり推薦されません。 ::『'''Keyboard - stabilised'''』・・・『Keyboard - no help』との違いは、タイヤがグリップする量につれ、ステアリングの切り角を制限します。この制限は、『Limit multiplier』で調節可能です。また、少しだけ自動でカウンターを当てます。これはキーボードデバイスでステアリングを操作するのに必要です。 '''Auto gear shift:''' 自動ギヤシフト  ''---------- 『Mouse steer』 選択時 -------------------'' '''Steer centre reduction:''' マウスの移動量を直線的か、非線形かに調整出来ます。0.0で直線的になります。(推薦値0.4~0.6) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - no help』 選択時 ------------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 ''---------- 『Keyboard - stabilised』 選択時 ---------'' '''Steer rate:''' ステアリングを切ったときの感度 '''Return rate:''' ステアリングが戻るとき(オートセンタリング)の速さ。『Steer rate』の50~75%が推薦値です。 '''Fast steer multiplier:''' 『Steer Fast』の値が何パーセント増加するかを制御します。(2.00で2倍) '''Slow steer multiplier:''' 『Steer Slow』の値が何パーセント減少するかを制御します。(0.50で半分) '''Limit multiplier:''' タイヤのグリップに応じて、ステアリングの切り角を制限する量 '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 === Wheel/Joystick === 使用するコントローラによってフォース・フィードバックの強度や軸のセパレート方法などの設定を変えなければならないかもしれません。詳しくはコントローラ固有のドライバーソフトなどで設定して下さい。<br> '''Wheel turn:''' ホイールコントローラのロックtoロックをLFSの車に合わせます。[[車種#各車種のステアリングロック角度 |(各車種のステアリングロック角度)]] '''Wheel turn compensation:''' ホイールコントローラの移動量を直線的か、非線形かに調整出来ます。 '''Force strength:''' FFB(フォース・フィードバック)の強度 '''Throttle/brake axis:'''<br> :『Combined』: アクセルとブレーキを同じ軸に設定<br> :『Seperate』: アクセルとブレーキを別々の軸に設定<br> :『Button』: アクセルとブレーキをボタンに割り当てる<br> '''Gear shift mode:''' シフトタイプを選択 '''Clutch:''' クラッチを、軸かボタンのどちらに割り当てるか '''Handbrake:''' ハンドブレーキを、軸かボタンのどちらに割り当てるか '''Button control rate:''' ボタンに割り当てたアナログ制御(アクセル/ブレーキ/クラッチ/ハンドブレーキなど)の反応速度。 '''Throttle/brake centre reduction:''' アクセルとブレーキの感度 *'''『Buttons 1』『 Buttons 2』'''で、キー・ボタンを割り当てて下さい。 注)このスクリーンの右側で予約されているショートカットキーは使用できません。 *'''『CTRL+』『ALT+』''' CTRL+F1~F12、ALT+F1~F12で割り当てた定形メッセージを、コントローラのボタンに割り当てます。 チャットでよく使うメッセージは、コントローラのボタンに割り当てると便利です。 <br><br><br><br><br> === ホイール・コントローラーのセットアップ === まずホイールコントローラーが正しく接続されているか確認しましょう。 Windowsのコントロールパネルからゲームオプションを選んでコントローラーのプロパティを参照してください。 ここで重要なのがアクセルとブレーキの軸を同一軸にはせずにセパレートして別々の軸にしておきます。 ロジクール製のドライバなら'''「ペダルの組み合わせ(単一軸 - 大部分のゲームで使用)」のチェックをはずしておきます'''。 <br><br><br> 接続が確認できたらLFSを起動しましょう。 *Options - Controlsから上端の'''『wheel / js』'''ボタンをクリックして下さい。 *次に中段あたりにある'''『Axes/FF』'''ボタンを押してください。<br> <br> 画面右端にあなたが接続したコントローラーの軸を表す黄色のバーが表示されたと思います。<br> 試しにアクセルを踏んでみましょう。アクセルに連動して黄色いバーが動くのが分かります。このエリアではコントローラの軸の割り当てとキャリブレーション(調整)、FFB(フォースフィードバック)の有無、FFBデバイスの選択などが設定できます。 <br><br><br> LFSで割り当てられる軸は以下のとおりです。 '''Steer''' (ステアリング)<br> '''Throttle''' (アクセル)<br> '''Brake''' (ブレーキ)<br> (アクセルとブレーキが同一軸の場合、「'''Thr/Brk Combined'''」になります) '''Look Heading''' (運転中の左右方向の視点回転)<br> '''Look Pitch''' (運転中の上下方向の視点回転)<br> '''Look Roll''' (運転中の視点ロール)<br> '''Clutch''' (クラッチ)<br> '''Handbrake''' (ハンドブレーキ)<br> <br> '''各『Invert』ボタン'''(入力された値を反転して出力します)<br> <br> 「Select function to assign axis(軸に割り当てるファンクションを選んでください)」 が点滅しているので、ステアリング軸を例にとって説明していきましょう。 *まず'''Steer'''をクリックしてください。 *次に右端の「Available Axes」から割り当てたい軸の名前(RX axisなど)を選んでください。 *軸の名前の横に'''『C』(センタリング)'''ボタンがありますが、もしセンタリングがずれている場合に使用してください。 割り当てが終わると一度、'''右と左の最大角までステアリングを切ってください'''。そうすることで正しく認識します。 アクセル・ブレーキの場合注意するのが、上の項で説明した'''Throttle/brake axis'''です。<br> '''『Seperate』'''(もしくは『Combined』)に設定して下さい。'''『Button』'''を選ぶと軸に割り当てられません。<br> '''Clutch:'''と'''Handbrake:'''も、'''『Button』'''ではなく'''『axis』'''を選んでください。 またアクセルを踏んでいないのにアクセルONに、踏むとOFFになる場合入力が逆になっているので、 ファンクション名の横の'''『Invert』'''ボタンを押して正しくなるよう設定して下さい。 あとは好みで'''Throttle/brake centre reduction:'''で アクセルとブレーキの感度を調整してください。 <br><br> :'''Force Feedback'''FFBの有無 :'''FFB Device'''FFBデバイスの選択。コントローラIDで指定します。 :'''Calibration Lock'''キャリブレーションをロックします。 :'''Recalibrate Axes'''キャリブレーションを初期化します。 :'''Remove deadzones:'''デッドゾーンを取り去ります。 シフターデバイスを使用する場合は'''Gear shift mode:'''でシフターを選択し、 『Shifter』エリアで割り当ててください。 <br><br><br><br> == Game == [[image:Game.jpg|thumb|Game]] ここでは、リスタートのグリッド順、リプレイの自動/手動セーブなどマイナーなオプションを設定できます。 またAIの名前を自由に変更できます。多分あなたはピーター・ブロックまたは、ミハエル・シューマッハと競争したいでしょう? 最も重要な設定は、『F1』~『F8』の定形メッセージです。(例えば「Sorry」「Hello」) レース中は忙しくて文字を打つ時間が無い場合があります。その場合に使用して下さい。 『F1 to F8』ボタンを押して、登録したいキーの横のスペースをクリックし、好きなメッセージを入力して「OK」をクリックして下さい。文字数に制限がありますが、大部分の短いメッセージは書くことができます。 この画面の右側にはLFSで使用する言語を選択できます。<br><br> '''Single player replay save:''' Not enabled / Enabled / Auto save :『Not enabled』はリプレイを記録しません。 :『Enabled』は手動でリプレイを記録されます。ゲーム中「1」キーを押すと自動的に名前を付けて保存、「2」キーは好きな名前を付けて保存します。 :『Auto save』は全てのリプレイを自動的に名前をつけて自動保存されますが、あまり推薦されません。 '''Multiplayer replay save:''' 上のSingle playerと同じです。 '''Non-qualifying race restart:'''  予選なしのレースのリスタート方法 '''Edit AI names / F keys:'''<br> :'''AI names''' AIの名前を指定できます。<br> :'''F1 to F8''' 登録したいキーの横のスペースをクリックし、好きなメッセージを入力して下さい。これらの文字はゲーム中のチャット("T"を押して入力する)と同じです。<br> :'''CTRL +''' 『CTRL』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> :'''ALT +''' 『ALT』キーを押しながら『F1』~『F12』を押すと入力できる定形メッセージです。この場合、『F1』~『F8』以外にも『F9』~『F12』も使用できます。<br> <br><br><br><br> == Misc == [[image:Misc.jpg|thumb|Misc]] ここではフレームレートや、ゲーム中で使用される18のオプションが設定できます。 '''Full screen vertical sync:''' ディスプレイの垂直同期のOn/Off '''Limit frame rate in game:''' 最高フレームレート制限のOn/Off。『'''Maximum frame rate:'''』で最高フレーム数を指定します。 '''Minimum sleep:''' これは使用しているコントローラに遅れがある場合に変更して下さい。このセッティングは、LFSに各フレーム間の待機時間にWindowsがコントローラの入力・更新するのを強制的に許可します。最高フレームレートより高くしないで下さい。 '''Sound lag:''' サウンドの遅延量。この値は'''可能な限り小さく'''して下さい。 '''AI use player setup:''' AIがプレイヤーのセッティングを使用します。 '''AI use player colours:''' AIがプレイヤーのカラーを使用します。 '''Update path:''' タイヤ痕の更新方法。『Off』は更新なし, 『User car』はプレイヤーだけ、『All cars』は全車のタイヤ痕を更新します。 '''Gearshift debounce:''' シフトの入力待ち時間を指定します。ある程度の間隔をとって、素早くシフトダウンしたときのギアロックを防ぎます。 '''Analogue steer smooth:''' ジョイスティックとホイールコントローラにスムージングをかけます。値が高いほど入力はなめらかになります。しかし入力の遅れも大きくなります。 '''Car skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーの車のスキンをダウンロードします。『1024』サイズは有料になります。 '''Helmet skins download:''' 『OFF』以外にすると、LFS-Worldから自動で他のプレーヤーのヘルメットのスキンをダウンロードします。『512』サイズは有料になります。 '''Download skins for replay:''' リプレイ再生時に他のプレーヤーのスキンのダウンロードの方法。 :『never』・・・スキンをダウンロードしません。 :『ask』・・・・リプレイ再生前にダウンロードするかどうか確認します。 :『always』・・常にダウンロードします。 '''Multiplayer speedup option:''' 『yes』でマルチプレイヤーモード時に遠く表示される車の挙動計算と表示をしません。低いCPUの場合使用してください。TVカメラビューのときは機能しません。(フレームレートがそれほど重要でないので) '''Multiplayer car draw:''' 上のオプションが『yes』のとき、この値の距離より遠くになると車を表示・計算しません。フレームレートを上げるには低い値を使用して下さい。 '''Dynamic LOD reduction:''' LOD("Level of Detail":詳細レベル)を設定します。0.00は使用しない、1.00はダイナミックにモデルを省略表示します。たくさんの車を表示したときにフレームレートが減少する場合、より高い値を設定して下さい。 '''Load track when starting:''' 『yes』のとき、LFSのスタートアップ時にトラックデータの読み込みをします。 '''Local time in 12 hour format:''' 時刻表示を12時間形式で表示。 '''Show time instead of FPS:''' FPS表示がオンの場合([[オプション#Display|オプション - Display]]参照)時刻表示と入れ替える。 '''Show flags in SHIFT + F mode:''' 『yes』にすると「SHIFT+F」で画面表示をすべてOFFにしても、フラッグなどは表示されます。 <!-- 他言語へのリンク --> [[en:Option]] [[de:Optionen]] 32641d0d455b65c8811894713e3b9eb2b45d8aca 応用セットアップガイド 0 1437 2495 2269 2017-12-17T04:13:10Z Skylinekakkoii 57 /* Max per wheel & rear-front bias */ wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) Basically Max per wheel is how strong your brakes are when the brake pedal is fully depressed, while rearfront bias controls how the brake strength is split between the front and rear wheels (a setting of 0% means only the rear wheels are braked, 100% means only the front wheels are braked, while 50% means the front and rear wheels are braked equally). Note that the brakes are only adjustable between 5% and 95%, so two of the examples I just gave aren’t actually possible in game. The brakes in LFS appear to not have kneepoints, so that’s one less thing to worry about. Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。After this, get the car up to speed along a flat surface (Blackwood straight after the dip comes in handy), switch to forces view (press F) and floor the brakes. As a picture is worth a thousand words, these should cut your reading time nicely: ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。so the car will plough on in a straight line. Locked wheels will heat up the contact patch of the tyre very quickly, and overheated tyres loose grip rapidly. 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。Locking the rear wheels will promote oversteer in the vehicle, particularly if you have a little steering lock applied, so will make you lose control of the car very quickly unless you are good at counter steering. Otherwise say hello to that barrier. Not the best setup to have if you like to trailbrake into corners. '''例3:''' 制動力が高すぎる状態<br /> Solution: reduce Max per wheel xxx Nm. Locking all the wheels, while it can stop you the fastest on loose surfaces, is certainly not a good idea as you will be completely out of control, so the car will just do its own thing. You are also unable to determine if you have your brake balance set correctly. '''例4:''' 完璧?<br /> これは正確には違います。OK so all four wheels are pretty much at their limits, but this is without taking other factors into account (namely engine braking). ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> This is how I run the car (in this case, the XR GT). What have I changed? Firstly I have reduced the brake strength slightly to prevent the wheels from locking under normal circumstances. More importantly though, I have altered the brake balance to take engine braking into account. RWD cars are best run with the brake balance slightly too forward (see picture), while FWD are best run with the brake balance slightly too rearward. For AWD cars it depends on your torque split setting. This way you gain extra control by downshifting when braking. The earlier you downshift, the more additional braking strength is applied to the driven wheels. If you don’t take this into account when setting up your brakes, the wheels would very likely lock when downshifting. From here you may need to tweak the settings, and to find out if you need to do this, you need to race. Different surfaces have different amounts of grip available, so while you might feel you could increase brake strength in one part of the circuit, you could already be locking the wheels in another. Ideally, you want to set the brake strength so that the wheels will almost lock on the part of the circuit with most grip – and you can vary the amount of brake applied elsewhere. For users with a digital controller for the brakes (i.e. a button), you can either use a lower brake pressure at the sacrifice of ultimate braking power, or use the brake help driving aid, which will prevent lock ups but never brake as well as what you could with a analogue controller. Something else to take into account is downforce (or negative lift, if you prefer), as this increases grip with speed. So while you might not lock the brakes at high speed, they could lock easily at low speeds. Unfortunately there is no way around this if you want to be able to brake as hard as possible at high speeds. It is quickest to set the brakes up for the fastest braking point on the circuit, and be easy on the brakes during slower corners. Also, if you brake from high speed into a tight corner, this means you will be shaving off a lot of speed, and therefore grip. This means that as you brake, you need to slowly be letting off the brake pedals in order to avoid lock ups. There is one more twist to the brake settings story: hills. Circuits, by their nature, go round – so if you go up a hill at some point you are also going to go back down it. The more hilly the track, the more likely it is that you will end up having to brake on an incline. When braking going downhill, more weight is on the front wheels so they can take more brake force before locking and of course this means less weight is on the rear wheels so they are likely to lock, with all the nasty side effects involved. So the front-rear bias would need to be shifted slightly to the front (a higher number). Braking uphill is just the opposite, so the bias would need to be more rearward (lower). Of course, the angle of gradient you are braking on is unlikely to be fixed before every corner on any given circuit, so a compromise is needed. You can never have the brakes perfect for every corner unless the circuit is always flat, so the only way to find what compromise suits your driving best is to experiment. Remember to keep using the forces view to help when adjusting settings. ''NB: you may find it useful to drive without forces, save the replay and watch it in forces view, rather than trying to drive like that.'' == サスペンション == Suspension is the main way to tune the handling of your car. Any changes made here will usually mean changing settings elsewhere to maintain optimal levels of performance. === 車高を落とす === Q) '''これは何をするの?'''<br> A) This is the length of the springs fitted to the car when they have no load on them. Q) '''どう調整すればいいの?'''<br> A) This is best to set last out of all the suspension options. To get an idea, if you put all your suspension details in the Suspension Analyser and go to the “Suspension Loads and Travel” section, you can see how much travel you have left. Unused travel is making the car unnecessarily high, which raises the centre of gravity, therefore increasing weight transfer and lowering maximum available grip. However don’t forget to set the G forces before lowering/raising your car. See how much is left under both maximum lateral and maximum longitudinal G forces – you should not run out of travel at any point (NB: apply maximum lateral and maximum longitudinal forces one at a time). If you run out of suspension travel during racing you will hit the bump stops, which can cause unpredictable handling, and if hit hard enough, will damage your suspension. When I say maximum G forces, these depend on the car and the tyre choice see the G force tables in the appendixes. This will give you a baseline figure for ride height. Should you race on a perfectly flat track, this ride height would be fine, but you need to leave room for bumps and lumps in the track. Of course, this varies for different tracks, and the lines you take round them. To perfect this, use F1perfview and bring up a distance vs. suspension travel left graph. Keep raising the front and rear travel until the suspension doesn’t bottom out anymore. You may find it best to let the suspension just bottom out on or two points around the track however (so long as it does not upset the handling or cause damage), if it lets you run the car lower. There is one final thing to consider when playing with ride heights – and this is the angle of static body pitch of the car. Ideally, you want this to be flat (i.e. no pitch) at all times but due to the fact you’re always going to be accelerating or braking this isn’t going to happen (unless you had crazily stiff suspension and steel tyres). Having a positive body pitch (squat) is generally a bad thing as this means the air under the car is being compressed into a smaller space, so will exert an upward force at the rear of the car, reducing grip (ever so slightly). But don’t forget that accelerating makes the car squat a little so it’s probably best to set the car up to have a little static dive – how much depends on the car and your other suspension settings. ''Note: LFS doesn’t actually take this last paragraph into account yet. One day…'' === スプリングの硬さ === Q) '''これは何をするの?''' A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice versa. Q) '''どう調整すればいいの?''' A) Part 1: Suspension frequencies<br> Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load sensitive). High frequencies do the exact opposite. So obviously there is an optimum point in spring frequency – in real life this is known to be around 1.9-2.2Hz for cars around 1 tonne in mass (typical for GT racing cars). That doesn’t automatically mean these frequencies are best for LFS, however. As the weight increases this optimum frequency decreases and vice versa. Since the heaviest car in the game clocks the scales at just over 1.2 tonnes, 2Hz should still be a good point to start from and I wouldn’t recommend dipping much lower. For lighter cars, this optimum point may reach as high as 3Hz, although I wouldn’t recommend going quite that high for any road car in LFS. It’s best to experiment as see what feels best for you. Formula 1 cars are known to use anything in the range of 4 to 8Hz, but there are more reasons for that which I will explain in part 3. A quick note about creating rallycross setups: you want these to be softer, say between 1.7 to 1.9Hz, with plenty of ride height. This is to allow the tyre to follow all the bumps in the track, and can also be attributed to the softer nature of dirt. So where can you find out the suspension frequency? Colcob’s Setup Analyser would show you these figures, but that is only for v0.3 and hasn’t been yet updated for the latest version at the time of writing. It is possible to update that analyser manually by feeding in the appropriate S2 car data, however. Another effect of changing the spring frequency is how it affects the handling. Higher frequencies make the car more responsive to steering input although setting them too high will make the car nervous. Lower frequencies, although making the car less responsive, helps make the car more chuckable (i.e. you can throw it into corners and it won’t mind so much) but going to low will make the car wallow and you won’t be in complete control. So clearly there is a range or useful frequencies to use, and somewhere in the middle of it all there is a sweet spot – though where it is also depends on the driver. Part 2: Car balance<br> The second thing you can do with suspension is alter the balance of the car – which comes in very handy. While at first it may seem that equal frequencies will give neutral handling, this is only the case if the track widths are equal. If the front track width is wider than the rear (as is usually the case), neutrality is found with a slightly higher spring frequency at the rear. Since all real race cars are RWD, it is normally acceptable to use a rear frequency 0.15 to 0.25Hz lower than on the front as this will introduce some basic understeer. It is best to use as little as possible though because due to the nature of slip angles on tyres, a slight amount of oversteer is fastest. The better your throttle control and counter steering abilities, the less understeer / more oversteer you can get away with. For FWD cars you’d want the rear harder than the front by around this amount (or the front softer than the rear – depending how you look at it). If you were trying to make the car more neutral then reduce the difference in frequencies (this isn’t the only setting that affects car balance however (in fact most settings do really), though one of the two main ways, the other being antiroll). I wouldn’t recommend making the difference in frequencies greater than 0.4 or 0.5Hz though – if the car still isn’t handling like you want then either some other settings need changing or maybe your style of driving (but that’s not the purpose of this guide). Part 3: The downforce twist<br> Unfortunately just when you think something seems relatively simple, something else comes and complicates matters. In this case that thing is downforce. With downforce, as your speed increases you are getting air to push the car onto the ground, which is great for grip as you get more force sticking the tyre to the ground without the nasty side-effect of having to haul more weight around. Of course as speed increases there is more force being exerted onto the springs, so the ride height will be reduced (and most likely, it won’t be reduced equally front and rear, so the car pitch changes also). And of course changing ride height alters the camber of the wheels, making it harder to get camber perfect for both high and low speed corners. Note that downforce does not actually affect spring frequencies (contrary to what older versions of the guide stated – these were incorrect), and thus does not affect damping either. This brings me back to the Formula 1 car comment and why they use such high spring frequencies. The first reason is of course they run with huge amounts of downforce, to such an affect that most of the force holding the car to the road is from downforce rather than the weight of the car. Though this does mean the car could drive upside down (say, on the underside of a bridge) which could make for some wacky racing. Getting back to the point, why do cars with downforce need to run stiffer suspension? This is due to the issues I previously mentioned, e.g. changing of ride height, pitch (which in turn affects downforce) and camber. Stiffer suspension means these properties change less as the car goes around the circuit, making it easier to setup. Also downforce is only created when air is travelling over the car in the correct direction. So high slip angles would mean a loss of downforce and for this reason tyres with low optimum slip angles are used. This also means that the cars are going to snap when traction is lost, so higher spring frequencies are used since their benefits (increased car control) are present but their downsides (worse handling over the limit) no longer really matter. Another reason F1 cars use such high frequencies (and very little suspension travel) is that, unlike GT racing for instance, they use soft tyres with fairly tall side walls. It is the give in the side walls that softens the impacts and cushions the driver and allows him to still see clearly (having the suspension frequency too high would otherwise impair the vision of the driver over non-flat surfaces). === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) These are best explained visually:<br> If a weight was placed on top of a spring and released, the position of that weight would be shown by the green line plotted on the graph below. The purple line shows the position of the weight if the spring had some bump (compression) damping. [[image:sus1.gif]] You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but the movement slows while the weight is rising. [[image:sus2.gif]] In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring. A quick note regarding the XF GTi, XR GT, and UF1000:<br> Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced them is in fact the rebound damping value, while the compression damping is automatically set to 50% of this value. Q) '''どう調整すればいいの?''' A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has started. Some diagrams may help the explanation. [[image:sus3.gif]] The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped. You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically damped suspension has dealt with and recovered from any bumps as fast as possible. [[image:sus4.gif]] This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line). When there damping is set too high, again the spring takes longer to settle to its resting position. However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed. For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping. Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems. The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers? [[image:sus5.gif]] To quote Carroll Smith:<br> ''“The compression stroke controls the motion of the unsprung mass and the extension stroke controls the motion of the sprung mass.”'' In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key. Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving. === アンチロールバー === Q) '''これは何をするの?'''<br> A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs. So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this movement. So in effect your lovely independent suspension is becoming less independent the stiffer your antiroll bars are. Having the suspension independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can obviously get away with a relatively stiff antiroll bar before it becomes a problem. Q) '''どう調整すればいいの?'''<br> A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance. Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will induce oversteer when cornering. That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using. As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent. One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t recommend letting this value go much above 1.0. == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''どう調整すればいいの?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === キャスターとInclination === ''Inclination is no longer adjustable in LFS'' Q) '''これらは何をしているの?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 8c1523a9eb73d609efe71a6cfd1ae42d457ea27b ファイルフォーマット 0 1460 2496 2334 2017-12-20T08:47:26Z Skylinekakkoii 57 wikitext text/x-wiki == DDS == [[Image:Dds.jpg|thumb]] テクスチャファイル So you want to edit LFS files that are in DDS format? Several textures in LFS are in DDS format including lights, interiors, track signage, seats, steering wheels and several other game and car components. To customise some textures in LFS You will need to edit the appropriate DDS file. DDS files can be handled by Paint Shop Pro and Photoshop after installing the DDS plugin which can be found here:<br> http://developer.nvidia.com/object/nv_texture_tools.html Although these files are hosted by Nvidia, they are not GPU-specific, so you can use them with any brand card. You don't need all of the files shown on that site. You can download a DDS viewer which can enable thumbnails in windows explorer or my computer and view them easily. There are various viewers available and all seem to work well enough. Grab the plugin if you want to edit DDS with one of the programs mentioned above. The DDS files can be found in your LFS/data/dds folder. There are a few things to be aware of before you begin: * Once you have changed the DDS file all of the cars of that type will show that file, the texture is used universally. For example, if you customised the interior of the XF GTi, then all XF GTi's in your sim will have the customised interior. Unlike you car skin, these files are used on every car of that type. * Be wary of texture size. Yes I know, you've got a fast PC and it can do anything except make your bed, but still be wary of texture size. The default textures in LFS work very well, replacing a 30KB texture with a 300KB texture will use more resources. It is very easy to overdo it so be sensible and back up your files first. * When you save your customised file you will probably be presented with some complicated save options. Just try the default settings, in other words: don't worry too much about all the bells and whistles. If the option to generate mip maps is not selected then select it first but it should be on by default in most cases. * There is a plugin that you will need and it works for Adobe Photoshop and Jasc (recently purchased by Corel) Paint Shop Pro only. Both of these programs use the same plugin file. There is a 3DS MAX plugin too, but MAX users check your version first to see if the plugin is even required. Please note that DDS files use an alpha layer in many cases. If you don't know what that means I suggest you consult your software's documentation and try experimenting with the DDS format files. Remember to save your files back into DDS format! == PTH == Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed. == TXT == 言語ファイル LFSには、Eold氏によって作られた翻訳ユーティリティプログラムがあります。これを使うと、より簡単に言語パックを作ることができます。より詳細な情報については、同梱の README.txt をお読みください。<br /> https://www.lfs.net/file_lfs.php?name=LFSTranslator.zip == SET == Thanks to [[user:colcob|colcob]] for originally working this format out for v0.3H ([http://forum.rscnet.org/showthread.php?t=213190]), [[user:Bob Smith|Bob Smith]] for updating it for v0.5P([http://www.lfsforum.net/showthread.php?t=14477]), [[user:Woz|Woz]] for updating the bit field values for passengers, and back to [[user:Bob Smith|Bob Smith]] for updating it for v0.5X/Y. <pre>TYPES : ======= char : 1-byte ASCII character byte : 1-byte integer word : 2-byte unsigned integer float: 4-byte float Offset Type num Description ------ ---- --- ----------- 0 char 6 Description (always SRSETT) 6 byte 1 0 7 byte 1 LFS Internal Version (was 250 for ages, now 251) [ignore this number] 8 byte 1 File format version (currently 2) [check this number] 9 byte 3 0 12 byte 1 Bit 7 (Patch X Setup=1, older set=0) - used for pre-load handling Bit 2 (ABS On=1, Off=0) Bit 1 (Traction Control On=1, Off=0) Bit 0 (Asymmetrical On=1, Off=0) 13 byte 1 Unknown, seems to hold random values 14 byte 1 Handicap Mass Position 15 byte 1 Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar) 16 float 1 Brake Strength (Nm) 20 byte 1 Rear Wing Angle 21 byte 1 Front Wing Angle 22 byte 1 Voluntary Handicap Mass 23 byte 1 Voluntary Intake Restriction 24 byte 1 Max Steering Lock 25 byte 1 Parallel Steering 26 byte 1 Brake Balance 27 byte 1 Engine Brake Reduction 28 byte 1 Centre Diff Type (0=Open, 1=Viscous) 29 byte 1 Centre Diff Viscous Torque 30 byte 1 0 31 byte 1 Centre Diff Torque Split 32 word 1 Gear Ratio 7 (0 to 65536 = 0.5 to 7.5) 34 word 1 Gear Ratio Final (0 to 65536 = 0.5 to 7.5) 36 word 1 Gear Ratio 1 (0 to 65536 = 0.5 to 7.5) 38 word 1 Gear Ratio 2 (0 to 65536 = 0.5 to 7.5) 40 word 1 Gear Ratio 3 (0 to 65536 = 0.5 to 7.5) 42 word 1 Gear Ratio 4 (0 to 65536 = 0.5 to 7.5) 44 word 1 Gear Ratio 5 (0 to 65536 = 0.5 to 7.5) 46 word 1 Gear Ratio 6 (0 to 65536 = 0.5 to 7.5) 48 byte 1 Passenger (4 2bit fields). Passengers are located in the byte at the following locations 76|54|32|10 --+--+--+-- RR|RC|RL|FR The individual passenger types are identified as follows. 00 = None 01 = Male 10 = Female 49 byte 1 Car Config (roof on LX4/6 and UF1) 50 byte 1 Traction Control Slip (divide by ten) 51 byte 1 Traction Control Engage Speed 52 float 1 Rear Ride Height (NOT spring motion range) 56 float 1 Rear Spring Stiffness (N/mm) 60 float 1 Rear Compression/Bump Damping (N/mm) 64 float 1 Rear Rebound Damping (N/mm) 68 float 1 Rear Anti Roll Bar Stiffness (N/mm) 72 byte 4 0 76 byte 1 Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg) 77 byte 1 Rear Caster (i.e. always zero) 78 byte 1 Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 79 byte 1 0 80 byte 1 LR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 81 byte 1 RR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 82 byte 1 0 83 byte 1 Rear Diff Clutch Pack Pre-load (multiply by ten) 84 byte 1 Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 85 byte 1 Rear Viscous Torque 86 byte 1 Rear Power Locking 87 byte 1 Rear Coast Locking 88 word 1 LR Tyre Pressure (kPa) 90 word 1 RR Tyre Pressure (kPa) 92 float 1 Front Ride Height (NOT spring motion range) 96 float 1 Front Spring Stiffness (N/mm) 100 float 1 Front Bump/Compression Damping (N/mm) 104 float 1 Front Rebound Damping (N/mm) 108 float 1 Front Anti Roll Bar Stiffness (N/mm) 112 byte 4 0 116 byte 1 Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg) 117 byte 1 Front Caster (need to divide by ten) 118 byte 1 Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 119 byte 1 0 120 byte 1 LF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 121 byte 1 RF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 122 byte 1 0 123 byte 1 Front Diff Clutch Pack Pre-load (multiply by ten) 124 byte 1 Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 125 byte 1 Front Viscous Torque 126 byte 1 Front Power Locking 127 byte 1 Front Coast Locking 128 word 1 LF TyrePressure (kPa) 130 word 1 RF TyrePressure (kPa)</pre> == LYT == These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]). <pre>TYPES : ======= 1) short : 16 bit signed integer 2) word : 16 bit unsigned 3) char : 8 bit signed integer 4) byte : 8 bit unsigned FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- HEADER BLOCK : 6 char 0 LFSLYT : do not read file if no match 1 byte 6 version : do not read file if > 0 1 byte 7 revision : do not read file if > 251 1 word 8 num added objects : number of OBJECT BLOCKS 1 byte 10 laps : number 1 byte 11 flags : 3 in new files - see NOTE4 ......OBJECT BLOCKS OBJECT BLOCK : 1 short 0 X : position (1 metre = 16) 1 short 2 Y : position (1 metre = 16) 1 char 4 Zchar : height (1m = 4) - see NOTE3 1 byte 5 Flags : 0 for objects - see NOTE1 1 byte 6 Index : object index - see NOTE5 1 byte 7 Heading : heading - see NOTE2 NOTE1 : ------- How to distinguish between physical objects and control objects, like start positions, checkpoints, finish line and marshall circles. if (Index >= 192) // either a circle or an unknown object { if (Index==255) // it's a marshall circle { if (Flags & 0x80) // highest bit set : restricted area { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 1 : // 00 = no marshall // 01 = standing marshall // 10 = marshall pointing left // 11 = marshall pointing right // bits 2 to 6 : // radius in metres (1 to 31 - shifted left by 2 bits) } else // highest bit of flags is not set : route checker { // Heading is used not for heading, but the route index // bits 2 to 6 : // radius in metres (1 to 31 - shifted left by 2 bits) } } else { // unknown object - ignore } } else // could be an actual object or a control object { if (Flags & 0x80) // highest bit set : control object { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 1 : // 00 = Start position (if width = 0) or finish line (if width > 0) // 01 = Checkpoint 1 // 10 = Checkpoint 2 // 11 = Checkpoint 3 // bits 2 to 6 : // half width in metres (1 to 31 - shifted left by 2 bits) } else // highest bit of flags is not set : autocross object { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 2 : // Colour - only used for chalk (0-3) and tyres (0-5) } } NOTE2 : ------- Heading represents 360 degrees in 256 values. Heading = (heading_in_degrees + 180) * 256 / 360 128 : heading of zero 192 : heading of 90 degrees 0 : heading of 180 degrees 64 : heading of -90 degrees NOTE3 : ------- About Zchar, the approximate altitude : LFS does contact checks to place objects accurately on the ground. For output purposes : Zchar indicates the approximate altitude with a value from -80 (-20 metres) to 127 (31.75 metres). For input purposes : The ground check is performed with a test ray starting from 2 metres above Zchar. Using a value lower than 127 allows objects to be placed on the road below a bridge, for example. If you are creating objects from scratch and you are not sure of the approximate altitude, you can set Zchar to its maximum value (127). This will usually work unless there is a physical surface above the road where you are trying to place the object. NOTE4 : ------- If the file is saved in the most recent format, the two lowest bits of the flags byte must be set (total value 3). bit 0 : the file does not need correction for the Blackwood scaling bit 1 : the file does not need conversion for the new object indices Some very old layouts may not have bit 0 set. Layouts saved up to 0.5Z34 will not have bit 1 set. NOTE5 : ------- Object indices are now the same at all tracks. The first valid object index is 4 (AXO_CHALK_LINE). There are many gaps to allow for future objects. Valid object indices are all less than 192. AXO_NULL AXO_1 AXO_2 AXO_3 AXO_CHALK_LINE AXO_CHALK_LINE2 AXO_CHALK_AHEAD AXO_CHALK_AHEAD2 AXO_CHALK_LEFT AXO_CHALK_LEFT2 AXO_CHALK_LEFT3 AXO_CHALK_RIGHT AXO_CHALK_RIGHT2 AXO_CHALK_RIGHT3 AXO_14 AXO_15 AXO_16 AXO_17 AXO_18 AXO_19 AXO_CONE_RED AXO_CONE_RED2 AXO_CONE_RED3 AXO_CONE_BLUE AXO_CONE_BLUE2 AXO_CONE_GREEN AXO_CONE_GREEN2 AXO_CONE_ORANGE AXO_CONE_WHITE AXO_CONE_YELLOW AXO_CONE_YELLOW2 AXO_31 AXO_32 AXO_33 AXO_34 AXO_35 AXO_36 AXO_37 AXO_38 AXO_39 AXO_CONE_PTR_RED AXO_CONE_PTR_BLUE AXO_CONE_PTR_GREEN AXO_CONE_PTR_YELLOW AXO_44 AXO_45 AXO_46 AXO_47 AXO_TYRE_SINGLE AXO_TYRE_STACK2 AXO_TYRE_STACK3 AXO_TYRE_STACK4 AXO_TYRE_SINGLE_BIG AXO_TYRE_STACK2_BIG AXO_TYRE_STACK3_BIG AXO_TYRE_STACK4_BIG AXO_56 AXO_57 AXO_58 AXO_59 AXO_60 AXO_61 AXO_62 AXO_63 AXO_MARKER_CURVE_L AXO_MARKER_CURVE_R AXO_MARKER_L AXO_MARKER_R AXO_MARKER_HARD_L AXO_MARKER_HARD_R AXO_MARKER_L_R AXO_MARKER_R_L AXO_MARKER_S_L AXO_MARKER_S_R AXO_MARKER_S2_L AXO_MARKER_S2_R AXO_MARKER_U_L AXO_MARKER_U_R AXO_78 AXO_79 AXO_80 AXO_81 AXO_82 AXO_83 AXO_DIST25 AXO_DIST50 AXO_DIST75 AXO_DIST100 AXO_DIST125 AXO_DIST150 AXO_DIST200 AXO_DIST250 AXO_92 AXO_93 AXO_94 AXO_95 AXO_ARMCO1 AXO_ARMCO3 AXO_ARMCO5 AXO_99 AXO_100 AXO_101 AXO_102 AXO_103 AXO_BARRIER_LONG AXO_BARRIER_RED AXO_BARRIER_WHITE AXO_107 AXO_108 AXO_109 AXO_110 AXO_111 AXO_BANNER1 AXO_BANNER2 AXO_114 AXO_115 AXO_116 AXO_117 AXO_118 AXO_119 AXO_RAMP1 AXO_RAMP2 AXO_122 AXO_123 AXO_124 AXO_125 AXO_126 AXO_127 AXO_SPEED_HUMP_10M AXO_SPEED_HUMP_6M AXO_130 AXO_131 AXO_132 AXO_133 AXO_134 AXO_135 AXO_POST_GREEN AXO_POST_ORANGE AXO_POST_RED AXO_POST_WHITE AXO_140 AXO_141 AXO_142 AXO_143 AXO_BALE AXO_145 AXO_146 AXO_147 AXO_RAILING AXO_149 AXO_150 AXO_151 AXO_152 AXO_153 AXO_154 AXO_155 AXO_156 AXO_157 AXO_158 AXO_159 AXO_SIGN_KEEP_LEFT AXO_SIGN_KEEP_RIGHT AXO_162 AXO_163 AXO_164 AXO_165 AXO_166 AXO_167 AXO_SIGN_SPEED_80 AXO_SIGN_SPEED_50 AXO_170 AXO_171 AXO_172 AXO_173 AXO_174 AXO_175 AXO_176 AXO_177 AXO_178 AXO_179 AXO_180 AXO_181 AXO_182 AXO_183 AXO_184 AXO_185 AXO_186 AXO_187 AXO_188 AXO_189 AXO_190 AXO_191</pre> == DRV == These files contain the data on the AI drivers. This format was "discovered" around 0.3G, and it is unknown if they have been changed recently ([http://forum.rscnet.org/showthread.php?t=215013]). <pre>TYPES : ======= char : 1-byte ascii character byte : 1-byte integer word : 2-byte integer int : 4-byte integer, lowest byte first FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- 6 char 0 SRAINM : do not read file if no match 1 byte 6 unknown : 0x00 ? 1 byte 7 unknown : 0xF6 Version? 1 byte 8 num AIs : Number of AI Names in that file? 3 byte 9 unknown : 3 bytes unknown AI Data: Repeat (num AIs) times. 24 char 0 Name : AI's playername (Fill with 0x00) 8 char 24 Plate : Numberplate label (Fill with 0x00) 1 byte 32 Gender : 0x00 == Male, 0x01 == Female 3 byte 33 unknown : 3 bytes unknown</pre> == BANS == BANされたプレイヤーリストのファイルフォーマットです。([http://forum.rscnet.org/showpost.php?p=2426455&postcount=9]). <pre>メモ : 64bitの"Time"の値はGetSystemTimeAsFileTimeより得られます。 Meaning : number of 100-nanosecond intervals since January 1, 1601. One hour (HOUR_TIME) = 36000000000 Demo ban expiry : time - ban->Time > 12 * HOUR_TIME Name ban expiry : time - ban->Time > ban->BanHours * HOUR_TIME BANリストは以下のタイミングでメモリにロードされます: - プログラムが開始するとき BANリストは以下のタイミングでディスクに保存されます: - BANリストがクリアされたとき - BANされるプレイヤーが追加されたとき - プログラムが終了するとき file format ----------- 6 chars LFSBAN 1 byte 0 1 byte version (246 - do not read file if increased) 1 integer num_demo_bans [demo ban * num_demo_bans] 1 integer num_name_bans [name ban * num_name_bans] demo_ban -------- in_addr IP address __int64 Time name_ban -------- 24 chars user name __int64 Time integer BanHours integer Space</pre> {{ガイド}} <!-- 他言語へのリンク --> [[de:Dateiformate]] [[en:File Formats]] 99502feb0d2e950b8b7ee9c008a54a693e2d89ed 2497 2496 2017-12-20T08:49:43Z Skylinekakkoii 57 wikitext text/x-wiki == DDS == [[Image:Dds.jpg|thumb]] テクスチャファイル So you want to edit LFS files that are in DDS format? Several textures in LFS are in DDS format including lights, interiors, track signage, seats, steering wheels and several other game and car components. To customise some textures in LFS You will need to edit the appropriate DDS file. DDS files can be handled by Paint Shop Pro and Photoshop after installing the DDS plugin which can be found here:<br> http://developer.nvidia.com/object/nv_texture_tools.html Although these files are hosted by Nvidia, they are not GPU-specific, so you can use them with any brand card. You don't need all of the files shown on that site. You can download a DDS viewer which can enable thumbnails in windows explorer or my computer and view them easily. There are various viewers available and all seem to work well enough. Grab the plugin if you want to edit DDS with one of the programs mentioned above. DDSファイルは、LFS/data/ddsフォルダ内に保存されています。始める前に、いくつかの注意点があります: * Once you have changed the DDS file all of the cars of that type will show that file, the texture is used universally. For example, if you customised the interior of the XF GTi, then all XF GTi's in your sim will have the customised interior. Unlike you car skin, these files are used on every car of that type. * Be wary of texture size. Yes I know, you've got a fast PC and it can do anything except make your bed, but still be wary of texture size. The default textures in LFS work very well, replacing a 30KB texture with a 300KB texture will use more resources. It is very easy to overdo it so be sensible and back up your files first. * When you save your customised file you will probably be presented with some complicated save options. Just try the default settings, in other words: don't worry too much about all the bells and whistles. If the option to generate mip maps is not selected then select it first but it should be on by default in most cases. * There is a plugin that you will need and it works for Adobe Photoshop and Jasc (recently purchased by Corel) Paint Shop Pro only. Both of these programs use the same plugin file. There is a 3DS MAX plugin too, but MAX users check your version first to see if the plugin is even required. Please note that DDS files use an alpha layer in many cases. If you don't know what that means I suggest you consult your software's documentation and try experimenting with the DDS format files. Remember to save your files back into DDS format! == PTH == Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed. == TXT == 言語ファイル LFSには、Eold氏によって作られた翻訳ユーティリティプログラムがあります。これを使うと、より簡単に言語パックを作ることができます。より詳細な情報については、同梱の README.txt をお読みください。<br /> https://www.lfs.net/file_lfs.php?name=LFSTranslator.zip == SET == Thanks to [[user:colcob|colcob]] for originally working this format out for v0.3H ([http://forum.rscnet.org/showthread.php?t=213190]), [[user:Bob Smith|Bob Smith]] for updating it for v0.5P([http://www.lfsforum.net/showthread.php?t=14477]), [[user:Woz|Woz]] for updating the bit field values for passengers, and back to [[user:Bob Smith|Bob Smith]] for updating it for v0.5X/Y. <pre>TYPES : ======= char : 1-byte ASCII character byte : 1-byte integer word : 2-byte unsigned integer float: 4-byte float Offset Type num Description ------ ---- --- ----------- 0 char 6 Description (always SRSETT) 6 byte 1 0 7 byte 1 LFS Internal Version (was 250 for ages, now 251) [ignore this number] 8 byte 1 File format version (currently 2) [check this number] 9 byte 3 0 12 byte 1 Bit 7 (Patch X Setup=1, older set=0) - used for pre-load handling Bit 2 (ABS On=1, Off=0) Bit 1 (Traction Control On=1, Off=0) Bit 0 (Asymmetrical On=1, Off=0) 13 byte 1 Unknown, seems to hold random values 14 byte 1 Handicap Mass Position 15 byte 1 Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar) 16 float 1 Brake Strength (Nm) 20 byte 1 Rear Wing Angle 21 byte 1 Front Wing Angle 22 byte 1 Voluntary Handicap Mass 23 byte 1 Voluntary Intake Restriction 24 byte 1 Max Steering Lock 25 byte 1 Parallel Steering 26 byte 1 Brake Balance 27 byte 1 Engine Brake Reduction 28 byte 1 Centre Diff Type (0=Open, 1=Viscous) 29 byte 1 Centre Diff Viscous Torque 30 byte 1 0 31 byte 1 Centre Diff Torque Split 32 word 1 Gear Ratio 7 (0 to 65536 = 0.5 to 7.5) 34 word 1 Gear Ratio Final (0 to 65536 = 0.5 to 7.5) 36 word 1 Gear Ratio 1 (0 to 65536 = 0.5 to 7.5) 38 word 1 Gear Ratio 2 (0 to 65536 = 0.5 to 7.5) 40 word 1 Gear Ratio 3 (0 to 65536 = 0.5 to 7.5) 42 word 1 Gear Ratio 4 (0 to 65536 = 0.5 to 7.5) 44 word 1 Gear Ratio 5 (0 to 65536 = 0.5 to 7.5) 46 word 1 Gear Ratio 6 (0 to 65536 = 0.5 to 7.5) 48 byte 1 Passenger (4 2bit fields). Passengers are located in the byte at the following locations 76|54|32|10 --+--+--+-- RR|RC|RL|FR The individual passenger types are identified as follows. 00 = None 01 = Male 10 = Female 49 byte 1 Car Config (roof on LX4/6 and UF1) 50 byte 1 Traction Control Slip (divide by ten) 51 byte 1 Traction Control Engage Speed 52 float 1 Rear Ride Height (NOT spring motion range) 56 float 1 Rear Spring Stiffness (N/mm) 60 float 1 Rear Compression/Bump Damping (N/mm) 64 float 1 Rear Rebound Damping (N/mm) 68 float 1 Rear Anti Roll Bar Stiffness (N/mm) 72 byte 4 0 76 byte 1 Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg) 77 byte 1 Rear Caster (i.e. always zero) 78 byte 1 Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 79 byte 1 0 80 byte 1 LR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 81 byte 1 RR Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 82 byte 1 0 83 byte 1 Rear Diff Clutch Pack Pre-load (multiply by ten) 84 byte 1 Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 85 byte 1 Rear Viscous Torque 86 byte 1 Rear Power Locking 87 byte 1 Rear Coast Locking 88 word 1 LR Tyre Pressure (kPa) 90 word 1 RR Tyre Pressure (kPa) 92 float 1 Front Ride Height (NOT spring motion range) 96 float 1 Front Spring Stiffness (N/mm) 100 float 1 Front Bump/Compression Damping (N/mm) 104 float 1 Front Rebound Damping (N/mm) 108 float 1 Front Anti Roll Bar Stiffness (N/mm) 112 byte 4 0 116 byte 1 Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg) 117 byte 1 Front Caster (need to divide by ten) 118 byte 1 Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip) 119 byte 1 0 120 byte 1 LF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 121 byte 1 RF Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg) 122 byte 1 0 123 byte 1 Front Diff Clutch Pack Pre-load (multiply by ten) 124 byte 1 Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack) 125 byte 1 Front Viscous Torque 126 byte 1 Front Power Locking 127 byte 1 Front Coast Locking 128 word 1 LF TyrePressure (kPa) 130 word 1 RF TyrePressure (kPa)</pre> == LYT == These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]). <pre>TYPES : ======= 1) short : 16 bit signed integer 2) word : 16 bit unsigned 3) char : 8 bit signed integer 4) byte : 8 bit unsigned FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- HEADER BLOCK : 6 char 0 LFSLYT : do not read file if no match 1 byte 6 version : do not read file if > 0 1 byte 7 revision : do not read file if > 251 1 word 8 num added objects : number of OBJECT BLOCKS 1 byte 10 laps : number 1 byte 11 flags : 3 in new files - see NOTE4 ......OBJECT BLOCKS OBJECT BLOCK : 1 short 0 X : position (1 metre = 16) 1 short 2 Y : position (1 metre = 16) 1 char 4 Zchar : height (1m = 4) - see NOTE3 1 byte 5 Flags : 0 for objects - see NOTE1 1 byte 6 Index : object index - see NOTE5 1 byte 7 Heading : heading - see NOTE2 NOTE1 : ------- How to distinguish between physical objects and control objects, like start positions, checkpoints, finish line and marshall circles. if (Index >= 192) // either a circle or an unknown object { if (Index==255) // it's a marshall circle { if (Flags & 0x80) // highest bit set : restricted area { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 1 : // 00 = no marshall // 01 = standing marshall // 10 = marshall pointing left // 11 = marshall pointing right // bits 2 to 6 : // radius in metres (1 to 31 - shifted left by 2 bits) } else // highest bit of flags is not set : route checker { // Heading is used not for heading, but the route index // bits 2 to 6 : // radius in metres (1 to 31 - shifted left by 2 bits) } } else { // unknown object - ignore } } else // could be an actual object or a control object { if (Flags & 0x80) // highest bit set : control object { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 1 : // 00 = Start position (if width = 0) or finish line (if width > 0) // 01 = Checkpoint 1 // 10 = Checkpoint 2 // 11 = Checkpoint 3 // bits 2 to 6 : // half width in metres (1 to 31 - shifted left by 2 bits) } else // highest bit of flags is not set : autocross object { // Heading has its usual meaning // Flags byte contains the following data : // bits 0 to 2 : // Colour - only used for chalk (0-3) and tyres (0-5) } } NOTE2 : ------- Heading represents 360 degrees in 256 values. Heading = (heading_in_degrees + 180) * 256 / 360 128 : heading of zero 192 : heading of 90 degrees 0 : heading of 180 degrees 64 : heading of -90 degrees NOTE3 : ------- About Zchar, the approximate altitude : LFS does contact checks to place objects accurately on the ground. For output purposes : Zchar indicates the approximate altitude with a value from -80 (-20 metres) to 127 (31.75 metres). For input purposes : The ground check is performed with a test ray starting from 2 metres above Zchar. Using a value lower than 127 allows objects to be placed on the road below a bridge, for example. If you are creating objects from scratch and you are not sure of the approximate altitude, you can set Zchar to its maximum value (127). This will usually work unless there is a physical surface above the road where you are trying to place the object. NOTE4 : ------- If the file is saved in the most recent format, the two lowest bits of the flags byte must be set (total value 3). bit 0 : the file does not need correction for the Blackwood scaling bit 1 : the file does not need conversion for the new object indices Some very old layouts may not have bit 0 set. Layouts saved up to 0.5Z34 will not have bit 1 set. NOTE5 : ------- Object indices are now the same at all tracks. The first valid object index is 4 (AXO_CHALK_LINE). There are many gaps to allow for future objects. Valid object indices are all less than 192. AXO_NULL AXO_1 AXO_2 AXO_3 AXO_CHALK_LINE AXO_CHALK_LINE2 AXO_CHALK_AHEAD AXO_CHALK_AHEAD2 AXO_CHALK_LEFT AXO_CHALK_LEFT2 AXO_CHALK_LEFT3 AXO_CHALK_RIGHT AXO_CHALK_RIGHT2 AXO_CHALK_RIGHT3 AXO_14 AXO_15 AXO_16 AXO_17 AXO_18 AXO_19 AXO_CONE_RED AXO_CONE_RED2 AXO_CONE_RED3 AXO_CONE_BLUE AXO_CONE_BLUE2 AXO_CONE_GREEN AXO_CONE_GREEN2 AXO_CONE_ORANGE AXO_CONE_WHITE AXO_CONE_YELLOW AXO_CONE_YELLOW2 AXO_31 AXO_32 AXO_33 AXO_34 AXO_35 AXO_36 AXO_37 AXO_38 AXO_39 AXO_CONE_PTR_RED AXO_CONE_PTR_BLUE AXO_CONE_PTR_GREEN AXO_CONE_PTR_YELLOW AXO_44 AXO_45 AXO_46 AXO_47 AXO_TYRE_SINGLE AXO_TYRE_STACK2 AXO_TYRE_STACK3 AXO_TYRE_STACK4 AXO_TYRE_SINGLE_BIG AXO_TYRE_STACK2_BIG AXO_TYRE_STACK3_BIG AXO_TYRE_STACK4_BIG AXO_56 AXO_57 AXO_58 AXO_59 AXO_60 AXO_61 AXO_62 AXO_63 AXO_MARKER_CURVE_L AXO_MARKER_CURVE_R AXO_MARKER_L AXO_MARKER_R AXO_MARKER_HARD_L AXO_MARKER_HARD_R AXO_MARKER_L_R AXO_MARKER_R_L AXO_MARKER_S_L AXO_MARKER_S_R AXO_MARKER_S2_L AXO_MARKER_S2_R AXO_MARKER_U_L AXO_MARKER_U_R AXO_78 AXO_79 AXO_80 AXO_81 AXO_82 AXO_83 AXO_DIST25 AXO_DIST50 AXO_DIST75 AXO_DIST100 AXO_DIST125 AXO_DIST150 AXO_DIST200 AXO_DIST250 AXO_92 AXO_93 AXO_94 AXO_95 AXO_ARMCO1 AXO_ARMCO3 AXO_ARMCO5 AXO_99 AXO_100 AXO_101 AXO_102 AXO_103 AXO_BARRIER_LONG AXO_BARRIER_RED AXO_BARRIER_WHITE AXO_107 AXO_108 AXO_109 AXO_110 AXO_111 AXO_BANNER1 AXO_BANNER2 AXO_114 AXO_115 AXO_116 AXO_117 AXO_118 AXO_119 AXO_RAMP1 AXO_RAMP2 AXO_122 AXO_123 AXO_124 AXO_125 AXO_126 AXO_127 AXO_SPEED_HUMP_10M AXO_SPEED_HUMP_6M AXO_130 AXO_131 AXO_132 AXO_133 AXO_134 AXO_135 AXO_POST_GREEN AXO_POST_ORANGE AXO_POST_RED AXO_POST_WHITE AXO_140 AXO_141 AXO_142 AXO_143 AXO_BALE AXO_145 AXO_146 AXO_147 AXO_RAILING AXO_149 AXO_150 AXO_151 AXO_152 AXO_153 AXO_154 AXO_155 AXO_156 AXO_157 AXO_158 AXO_159 AXO_SIGN_KEEP_LEFT AXO_SIGN_KEEP_RIGHT AXO_162 AXO_163 AXO_164 AXO_165 AXO_166 AXO_167 AXO_SIGN_SPEED_80 AXO_SIGN_SPEED_50 AXO_170 AXO_171 AXO_172 AXO_173 AXO_174 AXO_175 AXO_176 AXO_177 AXO_178 AXO_179 AXO_180 AXO_181 AXO_182 AXO_183 AXO_184 AXO_185 AXO_186 AXO_187 AXO_188 AXO_189 AXO_190 AXO_191</pre> == DRV == These files contain the data on the AI drivers. This format was "discovered" around 0.3G, and it is unknown if they have been changed recently ([http://forum.rscnet.org/showthread.php?t=215013]). <pre>TYPES : ======= char : 1-byte ascii character byte : 1-byte integer word : 2-byte integer int : 4-byte integer, lowest byte first FILE DESCRIPTION : ================== num unit offset description --- ---- ------ ----------- 6 char 0 SRAINM : do not read file if no match 1 byte 6 unknown : 0x00 ? 1 byte 7 unknown : 0xF6 Version? 1 byte 8 num AIs : Number of AI Names in that file? 3 byte 9 unknown : 3 bytes unknown AI Data: Repeat (num AIs) times. 24 char 0 Name : AI's playername (Fill with 0x00) 8 char 24 Plate : Numberplate label (Fill with 0x00) 1 byte 32 Gender : 0x00 == Male, 0x01 == Female 3 byte 33 unknown : 3 bytes unknown</pre> == BANS == BANされたプレイヤーリストのファイルフォーマットです。([http://forum.rscnet.org/showpost.php?p=2426455&postcount=9]). <pre>メモ : 64bitの"Time"の値はGetSystemTimeAsFileTimeより得られます。 Meaning : number of 100-nanosecond intervals since January 1, 1601. One hour (HOUR_TIME) = 36000000000 Demo ban expiry : time - ban->Time > 12 * HOUR_TIME Name ban expiry : time - ban->Time > ban->BanHours * HOUR_TIME BANリストは以下のタイミングでメモリにロードされます: - プログラムが開始するとき BANリストは以下のタイミングでディスクに保存されます: - BANリストがクリアされたとき - BANされるプレイヤーが追加されたとき - プログラムが終了するとき file format ----------- 6 chars LFSBAN 1 byte 0 1 byte version (246 - do not read file if increased) 1 integer num_demo_bans [demo ban * num_demo_bans] 1 integer num_name_bans [name ban * num_name_bans] demo_ban -------- in_addr IP address __int64 Time name_ban -------- 24 chars user name __int64 Time integer BanHours integer Space</pre> {{ガイド}} <!-- 他言語へのリンク --> [[de:Dateiformate]] [[en:File Formats]] fe5b63389647089635f95a62990232ca67b4b900 クリーンなレースをするために 0 1468 2498 2411 2018-05-13T16:56:57Z Skylinekakkoii 57 wikitext text/x-wiki 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 == 責任 == ==== R-1 ==== 競技を行う全てのプレイヤーには、以下に示すレースシムのルールや規則に慣れ、それを遵守する責任があります。 == 行動 == ==== C-1 ==== 公平かつ公正なマナーのもと、競走しなくてはなりません。 ==== C-2 ==== 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 ==== C-3 ==== 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 == 身分証明 == ==== I-1 ==== 常に他の人にとってあなたのことがしっかりと判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 ==== I-2 ==== 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 == オーバーテイク == ==== O-1 ==== コーナーにおいてラインの優先権を獲得するには、ターンインのポイントまでに、オーバーテイクしようとする車に対してしっかりとはみ出す必要があります。これが足りない場合、オーバーテイクされる車は接触の危険性を顧みずに自分のレーシングラインを走行し続けることになります。 ==== O-2 ==== コーナーの立ち上がり地点まで、アウト側の車にはアウト側を走行する権利があります。アウト側の車を押し出すようなことをしてはいけません。 ==== O-3 ==== 同様に、コーナーの立ち上がり地点まで、イン側の車にはイン側を走行する権利があります。イン側のエイペックスの内側まで押し出すようなことをしてはいけません。オーバテイクされる側のドライバーは、順位を守るために争う権利を持っていますが、後続のドライバーに対して適切な空間を維持する必要があります。ターンインのポイントまでにしっかりとはみ出せていない場合は、既にターンインを開始している前方の車のイン側に入ってはいけません。これはバージパッシング(突然割り込んで追い抜きを行うこと)と呼ばれることがあります。バージパッシングを行うことは、あなたにとっても他のドライバーにとっても、非常にリスクの高いことだということを理解しておいてください。基本的に、あなたにはこれを行う権利はありません。 ==== O-4 ==== 前方のドライバーが、誰が見ても明らかなミスを犯した場合、上記の状況でも追い抜きを試みることができます (例: 前方のドライバーがブレーキポイントを遅らせすぎて、エイペックスから大きく離れ、減速を行わなくてはならなくなった場合など)。これは、ターンインまでの間にはみ出していなくても、有効なオーバーテイクの機会となります。しかしこの際にも、あなたには前方の車両と接触しないよう注意する大きな責任があります。前方のドライバーのミスが小さなものの場合、オーバーテイクをする機会とはなりません。前方のドライバーがラインを少し外してしまったからといって、割り込んではなりません。あなたには、彼らのミスがオーバーテイクを行うのに十分な理由となるか、判断する必要があります。 ==== O-5 ==== ストレートでは、前方のドライバーはラインを自由に選択する権利を持っています。彼らはライバルの車に並ばれていない限り、これをブロックし、次のコーナーの直前にレーシングラインに戻ったりするでしょう。 ==== O-6 ==== コーナーでは、ライバルの車に並ばれていない限り、前方のドライバーにラインを自由に選択する権利があります。 == 周回 == ==== L-1 ==== ブルーフラッグは、より速い車が後から接近していて、あなたをオーバーテイクし、より多くの周回数を走行しようとしていることを意味します。これはモータースポーツやシミュレーシングにおいて、基本的なルールです。 ==== L-2 ==== 遅い車をオーバーテイクする車のドライバーは、通常の車をオーバーテイクするときと同じようにこの状況を扱わなくてはなりません。ブルーフラッグを振られた車が必ずラインを譲ってくれる、というようには考えないでください。 ==== L-3 ==== ブルーフラッグを振られた車のドライバーは、速い車に道を譲らなくてはならず、オーバーテイクされることに抵抗してはいけません。ただし、安全であると確信できる場合にのみ、ラインを譲ってください。コーナーのエイペックス付近ではとても危険である場合が多いので、立ち上がった後のストレートなどで譲ることが推奨されます。 == 接触 == ==== CT-1 ==== 上記のルールを全て守っていたとしても、車両同士の接触が起こる可能性は常にあります。 ==== CT-2 ==== レースのルールに違反したドライバーが、接触を起こしたり、タイムや順位で優位な状況となってしまった場合、そのドライバーには謝罪し、順位を譲る必要があります。影響を受けたドライバーがレースを続行することができなくなってしまった際には、サーバー管理者の裁量によって、十分な罰則などが下されることとなるでしょう。 ==== CT-3 ==== レースのルールに違反し、事故に大きな影響を与えたドライバーには、順位を戻したり、補償を要求する権利はありません。 ==== CT-4 ==== 前方のドライバーがブレーキングゾーンをより長く取る可能性や、ミスを犯す可能性があることを後続のドライバーは予期しておかなければなりません。従って、後続のドライバーは車間距離を適度に保つべきです。 ==== CT-5 ==== 後続のドライバーは前方の車両に追突しないように走行する責任があります。前方のドライバーにはあなたを避ける責任はありません。もしミスなどで追突してしまいそうになった場合は、後続のドライバーはコース外へ車両を退避させ、衝突を避けるべきです。 ==== CT-6 ==== 悪意があったり、適切でないブレーキングなどによる減速は、強く禁止されています。 == 事故の後は == ==== AI-1 ==== スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 ==== AI-2 ==== 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 ==== AI-3 ==== クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 ==== AI-4 ==== 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 ==== AI-5 ==== スピンやクラッシュなどで、競技車両がコース上で停止してしまった場合、ドライバーはブレーキをかけ、何があっても動かないようにしなくてはなりません。これを行うことで、後続の車は事故地点を通過するルートを見つけやすくなります。動くシケインを避けて通ることは非常に難しく、衝突の原因となります。 ==== AI-6 ==== また、停止してしまったドライバーは可能な限り早く観戦モード(Shift+S)に入る必要があります。安全が確保される状況であれば、全ての後続車が通過した後にレーシングスピードへと復帰してください。 ==== AI-7 ==== 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 ==== AI-8 ==== ダメージを受け、ピットへと戻ろうとする車には、ラインを保持する権利はありません。 == ピットストップ == ==== P-1 ==== トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 ==== P-2 ==== ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 ==== P-3 ==== ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 ==== P-4 ==== ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] a369382f1d7e6032dc9a3458452d013577c1931b 2499 2498 2018-05-13T17:04:26Z Skylinekakkoii 57 wikitext text/x-wiki __NOTOC__ 以下はレースシミュレーターでのレースをクリーンに行うために重要なルールです。 自分だけでなく他のプレイヤーもレースを楽しめるよう、全てのLive for Speedユーザーはこれを遵守する必要があります。 == 責任 == ==== R-1 ==== 競技を行う全てのプレイヤーには、以下に示すレースシムのルールや規則に慣れ、それを遵守する責任があります。 == 行動 == ==== C-1 ==== 公平かつ公正なマナーのもと、競走しなくてはなりません。 ==== C-2 ==== 他のプレイヤーの楽しみを壊さないためにも、責任を持って運転しなくてはなりません。 ==== C-3 ==== 他のプレイヤーに対して、攻撃的な言葉や差別的な言葉を使ったり、罵ったりすることは強く禁止されます。 == 身分証明 == ==== I-1 ==== 常に他の人にとってあなたのことがしっかりと判別できるオンラインネームを使いましょう。チームタグやカラーは変わるかも知れませんが、他人の名前を使ったり下品な名前を使うことは、誠意に欠け、スポーツ精神に反します。 ==== I-2 ==== 車のスキンには下品であったり差別的であったり、罵ったりするようなものを使ってはいけません。 == オーバーテイク == ==== O-1 ==== コーナーにおいてラインの優先権を獲得するには、ターンインのポイントまでに、オーバーテイクしようとする車に対してしっかりとはみ出す必要があります。これが足りない場合、オーバーテイクされる車は接触の危険性を顧みずに自分のレーシングラインを走行し続けることになります。 ==== O-2 ==== コーナーの立ち上がり地点まで、アウト側の車にはアウト側を走行する権利があります。アウト側の車を押し出すようなことをしてはいけません。 ==== O-3 ==== 同様に、コーナーの立ち上がり地点まで、イン側の車にはイン側を走行する権利があります。イン側のエイペックスの内側まで押し出すようなことをしてはいけません。オーバテイクされる側のドライバーは、順位を守るために争う権利を持っていますが、後続のドライバーに対して適切な空間を維持する必要があります。ターンインのポイントまでにしっかりとはみ出せていない場合は、既にターンインを開始している前方の車のイン側に入ってはいけません。これはバージパッシング(突然割り込んで追い抜きを行うこと)と呼ばれることがあります。バージパッシングを行うことは、あなたにとっても他のドライバーにとっても、非常にリスクの高いことだということを理解しておいてください。基本的に、あなたにはこれを行う権利はありません。 ==== O-4 ==== 前方のドライバーが、誰が見ても明らかなミスを犯した場合、上記の状況でも追い抜きを試みることができます (例: 前方のドライバーがブレーキポイントを遅らせすぎて、エイペックスから大きく離れ、減速を行わなくてはならなくなった場合など)。これは、ターンインまでの間にはみ出していなくても、有効なオーバーテイクの機会となります。しかしこの際にも、あなたには前方の車両と接触しないよう注意する大きな責任があります。前方のドライバーのミスが小さなものの場合、オーバーテイクをする機会とはなりません。前方のドライバーがラインを少し外してしまったからといって、割り込んではなりません。あなたには、彼らのミスがオーバーテイクを行うのに十分な理由となるか、判断する必要があります。 ==== O-5 ==== ストレートでは、前方のドライバーはラインを自由に選択する権利を持っています。彼らはライバルの車に並ばれていない限り、これをブロックし、次のコーナーの直前にレーシングラインに戻ったりするでしょう。 ==== O-6 ==== コーナーでは、ライバルの車に並ばれていない限り、前方のドライバーにラインを自由に選択する権利があります。 == 周回 == ==== L-1 ==== ブルーフラッグは、より速い車が後から接近していて、あなたをオーバーテイクし、より多くの周回数を走行しようとしていることを意味します。これはモータースポーツやシミュレーシングにおいて、基本的なルールです。 ==== L-2 ==== 遅い車をオーバーテイクする車のドライバーは、通常の車をオーバーテイクするときと同じようにこの状況を扱わなくてはなりません。ブルーフラッグを振られた車が必ずラインを譲ってくれる、というようには考えないでください。 ==== L-3 ==== ブルーフラッグを振られた車のドライバーは、速い車に道を譲らなくてはならず、オーバーテイクされることに抵抗してはいけません。ただし、安全であると確信できる場合にのみ、ラインを譲ってください。コーナーのエイペックス付近ではとても危険である場合が多いので、立ち上がった後のストレートなどで譲ることが推奨されます。 == 接触 == ==== CT-1 ==== 上記のルールを全て守っていたとしても、車両同士の接触が起こる可能性は常にあります。 ==== CT-2 ==== レースのルールに違反したドライバーが、接触を起こしたり、タイムや順位で優位な状況となってしまった場合、そのドライバーには謝罪し、順位を譲る必要があります。影響を受けたドライバーがレースを続行することができなくなってしまった際には、サーバー管理者の裁量によって、十分な罰則などが下されることとなるでしょう。 ==== CT-3 ==== レースのルールに違反し、事故に大きな影響を与えたドライバーには、順位を戻したり、補償を要求する権利はありません。 ==== CT-4 ==== 前方のドライバーがブレーキングゾーンをより長く取る可能性や、ミスを犯す可能性があることを後続のドライバーは予期しておかなければなりません。従って、後続のドライバーは車間距離を適度に保つべきです。 ==== CT-5 ==== 後続のドライバーは前方の車両に追突しないように走行する責任があります。前方のドライバーにはあなたを避ける責任はありません。もしミスなどで追突してしまいそうになった場合は、後続のドライバーはコース外へ車両を退避させ、衝突を避けるべきです。 ==== CT-6 ==== 悪意があったり、適切でないブレーキングなどによる減速は、強く禁止されています。 == 事故の後は == ==== AI-1 ==== スピンやクラッシュ、コースオフなどの後でコースに復帰する全てのドライバーには、他のドライバーに接触しないように運転する責任があります。これはあなたのポジションや状況に関わらず、全ての状況において守らなくてはなりません。サーキットのタイヤバリアやスポンジバリアなどでスタックしてしまうことはクラッシュとみなされます。 ==== AI-2 ==== 例えそれがあなたに非がないものであっても、レーシングスピードで走行しているトラック上のドライバーは、コースに復帰しようとしているドライバーに対して正しいルートを通る必要があります。 ==== AI-3 ==== クラッシュしたドライバーは、レーシングスピードへと戻るまで、ラインを保持する権利はありません。 ==== AI-4 ==== 復帰の際は、いつも必ずミラーを使ってください。また、ボタンやミニマップ (使用可能であれば) を見て、他の車が向かってきていないかチェックしてください。これらを行わないことは非常に危険です。 ==== AI-5 ==== スピンやクラッシュなどで、競技車両がコース上で停止してしまった場合、ドライバーはブレーキをかけ、何があっても動かないようにしなくてはなりません。これを行うことで、後続の車は事故地点を通過するルートを見つけやすくなります。動くシケインを避けて通ることは非常に難しく、衝突の原因となります。 ==== AI-6 ==== また、停止してしまったドライバーは可能な限り早く観戦モード(Shift+S)に入る必要があります。安全が確保される状況であれば、全ての後続車が通過した後にレーシングスピードへと復帰してください。 ==== AI-7 ==== 接触やプレイヤー自身のハードウェアの問題により、車がひどくダメージを受けた場合は、できる限り早くリタイヤすることが求められます。どうしても修理のためにピットレーンに戻りたい場合は、常にレーシングラインから離れる必要があります。また、近づいてくる車に注意できる程の速度まで減速して走らなくてはなりません。 ==== AI-8 ==== ダメージを受け、ピットへと戻ろうとする車には、ラインを保持する権利はありません。 == ピットストップ == ==== P-1 ==== トラック上の車には、ピットレーンに入ったり出たりしようとするドライバー以上に、ラインを選択する権利があります。 ==== P-2 ==== ドライバーはピットロードの入口/出口のライン内にとどまる必要があります。 ==== P-3 ==== ピットレーンを走行中の車は、ピット区画へ入ったり出ようとしたりしている車以上にラインの選択権があります。 ==== P-4 ==== ピット区画から出る場合には、他に車が来ていない限り、ドライバーは直ちにピットレーンに合流しなくてはなりません。 <!-- 他言語へのリンク --> [[en:Rules of Clean Racing]] [[hu:A tiszta versenyzés szabályai]] 39bb4ba4a619e59f0fe6acd059241edcca6c8c20 画面表示 0 1411 2501 2452 2018-06-22T01:24:13Z Skylinekakkoii 57 wikitext text/x-wiki Live for Speedにおいて、コクピットのメーターや画面上の情報をよく理解することは極めて重要です。 表示する項目は Options - Display で自由にカスタマイズできます。Shift+Fキーですべての画面表示をOFFにすることも出来ます。 [[Image:On-screendisplay_default.jpg|thumb|LFS 0.6R におけるデフォルトの表示画面]] == オンスクリーン == '''コース図:''' コース全体と各車の位置を確認する事ができます。 '''コース図上のアイコンの色の意味:''' {| class="wikitable" ! 緑色 | あなたの車の位置です。 |- ! 明るい黄色 | あなたより前を走行中の相手の位置です。 |- ! 淡い黄色 | あなたより1周以上前を走行中の相手の位置です。 |- ! オレンジ色 | あなたより後を走行中の相手の位置です。 |- ! 暗いオレンジ色 | あなたより1周以上後を走行中の相手の位置です。 |- ! 明るい青色 | あなたより前を走行中のAIの位置です。 |- ! 暗い青色 | あなたより後を走行中のAIの位置です。 |} '''注意''': これらの色は変更可能です。上記の色はデフォルトの色です。 '''フレームレート (FPS):''' 1秒間に画面が何コマ描画されているかを表示します。このレートは決して30未満に落ちないようにしましょう。30を下回ると動きがギクシャクし始め、操作に影響を及ぼします。グラフィックのディテールを落とす調整を行うことで、FPSを少し改善することができます。 '''順位:''' タイムの左側に表示されている、黄色の数字がレース中のあなたの順位です。あなたの前を走行中のプレイヤーがフィニッシュラインを通過したり、観戦モード(Shift+S)やピット(Shift+P)に入った際には、この値は正しく表示されないことがあります。最終ラップで突然順位がいくつか上がったとしても、だまされないようにしましょう。レース終了後はこのインジケーターはオレンジ色(デフォルト)へと変わります。 '''Laps:''' 例えば、2/5 は 5周のレース であなたが 2周目 であることを示します。プラクティスや予選の間は単にひとつの数字が表示されます。これは走行した周回数を意味します。セッション終了時、このインジケーターはオレンジ色(デフォルト)へと変わります。 :'''重要''': 耐久レースなどで、規定時間が経過すると、このカウンターの色が変わります。しかし、トップの車がフィニッシュラインを通過するまでレースは終了しないので、勘違いしないようにしましょう。'xxx has won the race'(xxxはあなたの名前) というようなメッセージが表示されている場合は、そのセッションは終了しています。予選などで、ホットラップ中にタイマーが規定時間を経過したとき、そのラップはフィニッシュラインを通過するまでカウントされています。 '''Total:''' レースのトータルタイムです。 '''Qualify:''' 予選の間だけ表示され、予選の残り時間を示します。時間が切れると文字がオレンジ色になり、そのときの周回が最後の周回になります。 '''Best:''' このセッションにおいて最後にピットを出てからの、あなたの最速ラップタイムです。 '''Lap:''' 現在のラップタイムです。スタート/フィニッシュラインで開始・停止します。 '''Split:''' 最後に通過した区間タイム。 '''ペダルバー:''' {| class="wikitable" ! 緑色 | アクセル | アクセルバタフライの位置であり、アクセルペダルの位置ではありません。ただほとんどの場合これらは相関しています。 |- ! 赤色 | ブレーキ | ブレーキペダルの位置。ブレーキシステムの圧力と比例します。 |- ! 青色 | クラッチ | クラッチペダルの位置。自動クラッチを有効にしている場合、あなたが操作していなくても変速時にこのバーが動きます。 |- ! グレー | ハンドブレーキ | 色々な目的でかけることでしょう。レース開始時はグリッド上で動いてしまうのを防ぐため、自動的にかけられます。 |} '''ステアリング:''' 外部視点で見ることができます。赤い点はステアリングホイールがどれくらい回されたかを示します。 == コックピット == '''タコメーター:''' 画面の左下にエンジンの回転数が表示されます。シフトライトはオプションでON/OFFできます。 '''ギヤインジケーター:''' 現在のギヤを表示 '''スピードメーター:''' Option-Displayで単位を mph か km/h に変更できます。またOption-Playerでアナログ/デジタル表示にできます。(レーシングカーのみデジタルに変更可能) '''ターボ計:''' ターボ付きエンジンの車は、摂取量気圧を示すゲージを備えています。この圧力が下がるとき、エンジンはパワーを失います。 '''オイル温度計:''' これはまだS2 Alphaでは'''機能しません'''。それは水温計でもあるかもしれません。将来追加されれば、クーラーが事故で損害を受けたときエンジン温度は上がります、そして、これがエンジンを破壊するかもしれないので、ドライバーはあまり激しくプッシュしないように注意しなければならないようになるでしょう。 '''燃料計:''' 燃料の残量。「F12」メニューで数値を確認できます。 '''時計:''' 現在時刻 '''FPS:''' FPSの表示 '''ウインカーランプ:''' ウィンカー「7」「8」キーか、ハザード「9」キーを押すとオレンジ色で点滅します。 '''ハンドブレーキ:''' ハンドブレーキは赤色ランプで点灯されます。 '''PITリミッター:''' PITリミッターが装備されている車でオンの場合、グリーンで点灯します。 '''トラクションコントロール:''' トラクションコントロールが装備されている車で、TCが効いている時に青色で点灯します。 == その他の表示 == === F9, F10, F11, F12 === F9-F12キーを使うと、タイヤ温度&消耗、ダメージ、ライブセッティングとピット戦略の4つの画面を切り替えることができます。 同じボタンを再度押すと非表示にできます。 ==== タイヤの温度と磨耗の表示 (F9) ==== [[image:800px-TyreExplanation_jp.jpg|thumb|タイヤの温度と磨耗]] [F9]キーを押すと、タイヤの接地面(外側・中央・内側)、タイヤウォール(側面)、タイヤ内の空気圧の温度をカラーで確認できます。 :'''青色'''(冷えている状態)、'''緑色'''(理想的な状態)、'''赤色'''(オーバーヒート)で、<br> :'''黒色'''(ブローアウトまたはパンク)はタイヤ内に表示されます。<br> 3つの数字はタイヤの部分の正確な温度です。<br> <br> タイヤの断面図は「一番上の」部分を表しているだけのことに注意してください。<br> :『フラットスポット』は、赤色の点滅で確認できます。<br> <br> その上に『'''グレー'''』のバーがあります。これはタイヤにかかる荷重を表しています。タイヤがどれくらいのキャンバー(傾き)があるか分かります。大部分の車はキャンバー角がついています。<br> <br> タイヤ内部に現れる『'''茶色'''』のバーは重要です。このバーはコースアウト時などにタイヤに付いた『土・ほこり』の量を表します。このバーが表示されると著しくグリップが減少します。元通りにするにはある程度走って何回かコーナーを曲がらなければなりません。 ==== ダメージ表示 (F10) ==== [[image:DamageExplanation_jp.jpg|thumb|ダメージ表示]] [F10]キーを押すとサスペンションのダメージを表示します。オレンジのバーが長いほど、より多く損傷しています。赤いバーは完全に壊れた状態を意味します。 '''UPR:''' アッパーストラットのダメージ '''LWR:''' ロワーストラットのダメージ '''TOE:''' トーのダメージ '''Spring/Damper damage:''' スプリング/ダンパーへのダメージ ==== ライブセッティング (F11) ==== [[image:LiveSettings.jpg|thumb|Live settings]] [F11]キーを押すと走行中にブレーキバランスと、フロント/リヤのアンチロールバーのセッティングを調節できます。 [操作方法]:キーボードのカーソルキー↑↓で選択、←→で値を変更 :注)この変更はすぐに適用されます(ほとんど)!コーナーのアプローチ中にブレーキバランスを変更すると危険です。全ての車が、3つのセッティングを調節することができるというわけでありません。たとえばRaceAboutはリアのアンチロールバーを持っていません。 {{-}} ==== ピットへの指示 (F12) ==== [[image:PitInstructions.jpg|thumb|Pit instructions]] [F12]キーを押すと、ピットにタイヤ・燃料・セッティングの変更の指示ができます。ピットストップが義務図けられたレースなどで活躍します。 -- 変更可能な指示 -- '''Fuel load at pit stop:''' ピットストップしたとき、タンクに給油される量(%)を指示します。現在の搭載量がこの値より大きい場合は給油しません。 '''Tyre change if wear > X%:''' 何パーセント磨耗するとタイヤ交換をするかを指示します。 '''Wheels are symmetric/asymmetric:''' ホイールを左右対称/非対称で変更するか選べます。『asymmetric』を選択すると、左右別々に調整できます。 '''Tyre type:''' タイヤの種類を指示します。([[Advanced_Setup_Guide#Tyres_2|tyre types]]を参照) '''Camber adjust:''' キャンバー角の調整を指示します。([[Advanced_Setup_Guide#Camber_Adjust|camber adjust]]を参照) '''Pressure:''' タイヤの空気圧の調整を指示します。([[Advanced_Setup_Guide#Pressure|tyre pressure]]を参照) '''Wing:''' ウィング角の調整を指示します。(ダウンフォースを変更可能車種のみ)([[Advanced_Setup_Guide#Downforce_2|downforce]]を参照) 車種によって表示される項目が限られる点に注意してください。 {{-}} === G-フォースの表示 === [F9][F10]キーを押すと画面中央下部に加速度が数字で表示されます。左が左右の加速度、右が前後の加速度で、小さな三角形は加速の方向を示しています。 === ポジションリスト === ライバルとレースでのあなたの順位を示します。各セクターの終わりに、あなたと敵のギャップが表示さます。 === サスペンション表示 (Shift + L) === [Shift + L]キーを押すと、画面上にリアルタイムで更新されるサスペンションの概略図を表示します。車がダブルウィッシュボーン式・マクファーソン式・トレーリングアーム式かどうかも図で確認できます。 === レイテンシー/ラググラフ === これは、あなたと他のプレーヤーとのサーバー間でのレイテンシ (遅延) の量を表示します。 '''専門的情報:''' 青色と黄色のバーは、TCPゲームパケットシステムでの、サーバーとプレイヤーとの往復のPING値を表します。従ってこれは、ホストからゲストへ送信し、そしてゲストからホストへ返信するのにかかる、合計の時間を表しています。黄色のバーはあなたのPING値を表します。 緑色のバー (とても素早く動くもの) は、既に送信されているものの、使われていない「ゲームパケット」の数を表します。 カラーバーの読み方: # 全てのバーがほとんど見えないか、とても低い。または、緑色のバーがとても素早く動いている -> 全ての接続は正常です # どれか一つの青色のバーが大きくなり、赤色に変化している -> 接続しているプレイヤーのうち誰かがラグを起こしています # 黄色のバーが大きくなってきている -> あなたがラグを起こしています # (2)の場合、バーが極端に大きくなると、そのプレイヤーはタイムアウトするでしょう # (3)の場合、バーが極端に大きくなると、あなたはタイムアウトするでしょう [Shift + F8] でネットワークデバッグモードを切り替えることができます。 === コネクションリスト === この画面は Nキー を押すことで表示されます。Nキーを押すと、「車の上に名前を表示する」「車の上に名前を表示しない」の2つのモードとコネクションリストの合計3つを切り替えることができます。 このリストでは誰がそのサーバーに接続しているか、どんなコントロールシステムを使っているかを確認したり、セットアップの送受信やピットレーンでのドライバー交代要求を送ったりすることができます。 '''コントローラータイプ:''' W, M, Kn, Ks の文字が使われています。それぞれ以下のような意味を持ちます。 {| class="wikitable" |- ! W (Wheel) | ステアリングコントローラ |- ! M (Mouse) | マウス |- ! Kn (Keyboard Normal) | 通常のキーボード |- ! Ks (Keyboard Stabilized) | スタビライズモードのキーボード<br />(マイルドなステアリングアシストを提供します) |} This display corresponds to the setting in LFS on the other driver's computers. It is possible for a mouse user to use the wheel/joystick setting, so this display cannot be considered definite fact. Right-clicking on the controller type next to a driver's name will switch the view focus to that driver. <!-- 他言語へのリンク --> [[en:Display]] [[de:Anzeigen]] [[hu:Kijelzők (OSD)]] 32237ee4fcf760321183754b0a0aab9ff1d0034d 基本セットアップガイド 0 1561 2503 2020-05-02T04:58:41Z Kapikapi 60 Kapikapi がページ「[[基本セットアップガイド]]」を「[[初期化]]」に移動しました wikitext text/x-wiki #転送 [[初期化]] abca08cf7d3afe6f24851165921002e78fff34ac トーク:初期化 1 1430 2504 2174 2020-05-02T04:58:41Z Kapikapi 60 Kapikapi がページ「[[トーク:基本セットアップガイド]]」を「[[トーク:初期化]]」に移動しました wikitext text/x-wiki English版のwikiにログインして、編集(Edit)でソースが見れますので、 それを参考に出来ますよ なるほど!って此処に書いてええのかな?? あーんどソース見ても、、、汗 ともかく皆様編集ありがとうございます ---- すいません、英語版の内容変更に追随してない? みたいなんで、勝手にいじっちゃいます。 以前翻訳されたかたの用語も尊重しつつ、英語版を尊重する方針で。 5e4d650229c914ecad5d73ab6a151ee3c33cf4cb トーク:基本セットアップガイド 1 1562 2505 2020-05-02T04:58:41Z Kapikapi 60 Kapikapi がページ「[[トーク:基本セットアップガイド]]」を「[[トーク:初期化]]」に移動しました wikitext text/x-wiki #転送 [[トーク:初期化]] fa9d56a9d33527abf58a4d3dd8e594f68abceefd 応用セットアップガイド 0 1437 2508 2495 2022-07-30T07:56:44Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == Suspension is the main way to tune the handling of your car. Any changes made here will usually mean changing settings elsewhere to maintain optimal levels of performance. === 車高を落とす === Q) '''これは何をするの?'''<br> A) This is the length of the springs fitted to the car when they have no load on them. Q) '''どう調整すればいいの?'''<br> A) This is best to set last out of all the suspension options. To get an idea, if you put all your suspension details in the Suspension Analyser and go to the “Suspension Loads and Travel” section, you can see how much travel you have left. Unused travel is making the car unnecessarily high, which raises the centre of gravity, therefore increasing weight transfer and lowering maximum available grip. However don’t forget to set the G forces before lowering/raising your car. See how much is left under both maximum lateral and maximum longitudinal G forces – you should not run out of travel at any point (NB: apply maximum lateral and maximum longitudinal forces one at a time). If you run out of suspension travel during racing you will hit the bump stops, which can cause unpredictable handling, and if hit hard enough, will damage your suspension. When I say maximum G forces, these depend on the car and the tyre choice see the G force tables in the appendixes. This will give you a baseline figure for ride height. Should you race on a perfectly flat track, this ride height would be fine, but you need to leave room for bumps and lumps in the track. Of course, this varies for different tracks, and the lines you take round them. To perfect this, use F1perfview and bring up a distance vs. suspension travel left graph. Keep raising the front and rear travel until the suspension doesn’t bottom out anymore. You may find it best to let the suspension just bottom out on or two points around the track however (so long as it does not upset the handling or cause damage), if it lets you run the car lower. There is one final thing to consider when playing with ride heights – and this is the angle of static body pitch of the car. Ideally, you want this to be flat (i.e. no pitch) at all times but due to the fact you’re always going to be accelerating or braking this isn’t going to happen (unless you had crazily stiff suspension and steel tyres). Having a positive body pitch (squat) is generally a bad thing as this means the air under the car is being compressed into a smaller space, so will exert an upward force at the rear of the car, reducing grip (ever so slightly). But don’t forget that accelerating makes the car squat a little so it’s probably best to set the car up to have a little static dive – how much depends on the car and your other suspension settings. ''Note: LFS doesn’t actually take this last paragraph into account yet. One day…'' === スプリングの硬さ === Q) '''これは何をするの?''' A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice versa. Q) '''どう調整すればいいの?''' A) Part 1: Suspension frequencies<br> Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load sensitive). High frequencies do the exact opposite. So obviously there is an optimum point in spring frequency – in real life this is known to be around 1.9-2.2Hz for cars around 1 tonne in mass (typical for GT racing cars). That doesn’t automatically mean these frequencies are best for LFS, however. As the weight increases this optimum frequency decreases and vice versa. Since the heaviest car in the game clocks the scales at just over 1.2 tonnes, 2Hz should still be a good point to start from and I wouldn’t recommend dipping much lower. For lighter cars, this optimum point may reach as high as 3Hz, although I wouldn’t recommend going quite that high for any road car in LFS. It’s best to experiment as see what feels best for you. Formula 1 cars are known to use anything in the range of 4 to 8Hz, but there are more reasons for that which I will explain in part 3. A quick note about creating rallycross setups: you want these to be softer, say between 1.7 to 1.9Hz, with plenty of ride height. This is to allow the tyre to follow all the bumps in the track, and can also be attributed to the softer nature of dirt. So where can you find out the suspension frequency? Colcob’s Setup Analyser would show you these figures, but that is only for v0.3 and hasn’t been yet updated for the latest version at the time of writing. It is possible to update that analyser manually by feeding in the appropriate S2 car data, however. Another effect of changing the spring frequency is how it affects the handling. Higher frequencies make the car more responsive to steering input although setting them too high will make the car nervous. Lower frequencies, although making the car less responsive, helps make the car more chuckable (i.e. you can throw it into corners and it won’t mind so much) but going to low will make the car wallow and you won’t be in complete control. So clearly there is a range or useful frequencies to use, and somewhere in the middle of it all there is a sweet spot – though where it is also depends on the driver. Part 2: Car balance<br> The second thing you can do with suspension is alter the balance of the car – which comes in very handy. While at first it may seem that equal frequencies will give neutral handling, this is only the case if the track widths are equal. If the front track width is wider than the rear (as is usually the case), neutrality is found with a slightly higher spring frequency at the rear. Since all real race cars are RWD, it is normally acceptable to use a rear frequency 0.15 to 0.25Hz lower than on the front as this will introduce some basic understeer. It is best to use as little as possible though because due to the nature of slip angles on tyres, a slight amount of oversteer is fastest. The better your throttle control and counter steering abilities, the less understeer / more oversteer you can get away with. For FWD cars you’d want the rear harder than the front by around this amount (or the front softer than the rear – depending how you look at it). If you were trying to make the car more neutral then reduce the difference in frequencies (this isn’t the only setting that affects car balance however (in fact most settings do really), though one of the two main ways, the other being antiroll). I wouldn’t recommend making the difference in frequencies greater than 0.4 or 0.5Hz though – if the car still isn’t handling like you want then either some other settings need changing or maybe your style of driving (but that’s not the purpose of this guide). Part 3: The downforce twist<br> Unfortunately just when you think something seems relatively simple, something else comes and complicates matters. In this case that thing is downforce. With downforce, as your speed increases you are getting air to push the car onto the ground, which is great for grip as you get more force sticking the tyre to the ground without the nasty side-effect of having to haul more weight around. Of course as speed increases there is more force being exerted onto the springs, so the ride height will be reduced (and most likely, it won’t be reduced equally front and rear, so the car pitch changes also). And of course changing ride height alters the camber of the wheels, making it harder to get camber perfect for both high and low speed corners. Note that downforce does not actually affect spring frequencies (contrary to what older versions of the guide stated – these were incorrect), and thus does not affect damping either. This brings me back to the Formula 1 car comment and why they use such high spring frequencies. The first reason is of course they run with huge amounts of downforce, to such an affect that most of the force holding the car to the road is from downforce rather than the weight of the car. Though this does mean the car could drive upside down (say, on the underside of a bridge) which could make for some wacky racing. Getting back to the point, why do cars with downforce need to run stiffer suspension? This is due to the issues I previously mentioned, e.g. changing of ride height, pitch (which in turn affects downforce) and camber. Stiffer suspension means these properties change less as the car goes around the circuit, making it easier to setup. Also downforce is only created when air is travelling over the car in the correct direction. So high slip angles would mean a loss of downforce and for this reason tyres with low optimum slip angles are used. This also means that the cars are going to snap when traction is lost, so higher spring frequencies are used since their benefits (increased car control) are present but their downsides (worse handling over the limit) no longer really matter. Another reason F1 cars use such high frequencies (and very little suspension travel) is that, unlike GT racing for instance, they use soft tyres with fairly tall side walls. It is the give in the side walls that softens the impacts and cushions the driver and allows him to still see clearly (having the suspension frequency too high would otherwise impair the vision of the driver over non-flat surfaces). === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) These are best explained visually:<br> If a weight was placed on top of a spring and released, the position of that weight would be shown by the green line plotted on the graph below. The purple line shows the position of the weight if the spring had some bump (compression) damping. [[image:sus1.gif]] You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but the movement slows while the weight is rising. [[image:sus2.gif]] In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring. A quick note regarding the XF GTi, XR GT, and UF1000:<br> Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced them is in fact the rebound damping value, while the compression damping is automatically set to 50% of this value. Q) '''どう調整すればいいの?''' A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has started. Some diagrams may help the explanation. [[image:sus3.gif]] The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped. You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically damped suspension has dealt with and recovered from any bumps as fast as possible. [[image:sus4.gif]] This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line). When there damping is set too high, again the spring takes longer to settle to its resting position. However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed. For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping. Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems. The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers? [[image:sus5.gif]] To quote Carroll Smith:<br> ''“The compression stroke controls the motion of the unsprung mass and the extension stroke controls the motion of the sprung mass.”'' In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key. Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving. === アンチロールバー === Q) '''これは何をするの?'''<br> A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs. So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this movement. So in effect your lovely independent suspension is becoming less independent the stiffer your antiroll bars are. Having the suspension independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can obviously get away with a relatively stiff antiroll bar before it becomes a problem. Q) '''どう調整すればいいの?'''<br> A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance. Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will induce oversteer when cornering. That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using. As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent. One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t recommend letting this value go much above 1.0. == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''どう調整すればいいの?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === キャスターとInclination === ''Inclination is no longer adjustable in LFS'' Q) '''これらは何をしているの?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 37d083168246937da6010828a1a0c71a9efbc56a 2509 2508 2022-07-30T08:23:06Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally speaking this means you would need less lock on cars with a shorter wheelbase. Q) '''どう調整すればいいの?'''<br> A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides. Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900° instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race. ''*most wheels typically have between 180° and 360° of lock'' While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also. While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and realistic) driving experience. If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available. It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting. Scawen has explained wheel turn and wheel turn compensation: "Wheel turn" slider bar what it means OK I want to explain this slider, as it is causing confusion. The problem which the slider solves:<br> S2 has a wide range of cars, some road cars with steering that turns a long way, in fact 720 degrees, the MRT5 which turns much less, something like 180 degrees, and the larger formula cars which are somewhere in between. Well, most people's game controller steering wheel can't be set to all these different angles, in fact most of them turn only around 270 degrees. S1 had only a simple "nonlinearity" slider and that was very inconvenient because you would need to change it whenever you used a car whose wheel turned a different amount. The solution:<br> Most people want the steering to be correct in the middle, where you spend most of your time. If your game controller steering wheel turns less than the one in the car in the game, then of course, if you are going to use the full range, as you turn more and more, the game wheel must turn more than your wheel. The new "Wheel turn" slider bar makes this happen automatically and correctly, regardless of which car you are driving. How to set the slider bar:<br> It's easy... <br> # Firstly, please forget about how far the selected game car's steering wheel turns LFS will handle this. # Look at your game controller steering wheel (the one which is bolted to your desk) and see how far it turns. As one example, a Red Momo turns 135 degrees in each direction, so the total is 270 degrees and so you must set the slider bar in the game, to 270 degrees. # That's it, nothing more to do! Now, whichever car you drive, when you turn your steering a small amount (say 30 degrees) then REGARDLESS of which car you are driving, the ingame steering wheel will move almost exactly the same amount as your own steering wheel which is bolted to your desk! This has serious benefits for force feedback in normal racing conditions. But I want my steering to be linear!<br> You are not alone, some people prefer fully linear steering, even though it's oversensitive in the middle. No problem, you can make your steering linear or more linear by turning down the "Steer Compensation" which you will find (for now) in the Misc Options. Steer Compensation 1.0 ><br> Exactly realistic in the centre but game wheel moves more at the edges. Steer Compensation 0.0 ><br> Not realistic at any time, but absolutely linear right through the range. One thing Scawen didn’t mention though is that owners of Logitech Driving Force Pro wheels have 900 degrees of rotation available to them, so it is in fact possible to get linear steering in all the cars. To have this all you need do is adjust the LFS “wheel turn” setting to that of the car you are going to drive, and set the “Degrees of Rotation” in the DFP FFB settings (in Control Panel) to the same figure. Steer Compensation should then have no affect. There is a list of the number of turns locktolock for each car in the appendixes. ''Some of the following settings are no longer adjustable in LFS due to the new suspension modelling. I’ve left the explanations in as they’re helpful in understanding what’s going You can view the values for these settings with the “View Susp” option in the garage.'' === キャスターとInclination === ''Inclination is no longer adjustable in LFS'' Q) '''これらは何をしているの?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 8da3b94f0ca05ed536827afffa91065b0274b1df 2510 2509 2022-07-30T08:39:47Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターとInclination === ''Inclination is no longer adjustable in LFS'' Q) '''これらは何をしているの?'''<br> A) To put it simply, as you apply lock (in either direction) caster adds negative camber to the steered wheels. You can think of it as removing camber if you prefer. An explanation of camber can be found later on. Caster is used, in conjunction with inclination, to maintain an optimal contact patch with the ground when cornering. Inclination is very similar to caster but a little more complicated. It changes the camber of the wheels depending on both the amount of steering AND the direction of the wheels. Negative camber is added to the inside wheel (the wheel on the inside of the turn), while an equal amount of positive camber is added to the outside wheel. To confuse matters, caster and inclination (C&I) do not add camber to the wheel in the same proportions. Caster adds camber linearly, so for every degree you turn the wheel, so much camber gets added to the wheels (but how much depends on your caster settings). Inclination on the other hand, does not add camber linearly – it adds only a small amount of camber at low steering angles, with the amount added per degree of steering lock increasing as steering lock is applied. If that’s not very clear perhaps you’ll the caster/inclination/scrub radius graph useful (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Caster, inclination and the front camber need to be adjusted together. The advantage of using them is that both the inside and the outside wheels in a corner can be set as flat as possible during cornering. However, inclination is no longer adjustable in LFS, and caster in only adjustable on the racecars. Inclination does vary (slightly) with the ride height, however. I wrote the rest of this explanation when inclination had its own slider, and I’m too lazy to change it, so bear that in mind when reading the following paragraphs. Since inclination has such a small effect compared to caster, particularly at the steering angles used when racing (usually less than ten degrees), it’s likely that you’re going to a fair bit more inclination compared to caster. Values for both C&I need to be very high at the moment due to the suspension in this version of LFS not applying camber with body roll, so more than what is needed in reality is needed in LFS (though this is set to change soon). More C&I are needed for three reasons: # The softer your setup, the more body roll you’ll have and therefore roll induced camber to counteract. # The less static camber you use on the front wheels means you need to make it up more with C&I # The tighter the turns on a circuit, the more steering lock will need to be applied so the amount of dynamic camber being applied by C&I will increase, so in this case you might want to reduce the C&I, whereas straighter tracks need more (and in the case of an oval, I would have thought quite a lot more). Another thought is if the angle of the corners varies a lot (this is most tracks Blackwood being an example where the corners are all fairly similar), you will still be cornering with the same lateral G (at least with cars without downforce) and therefore the same body roll, so ideally the same amount of camber needs to be on the wheels during cornering. In this case you may want to use more static camber and less dynamic camber (C&I), although this will be at the sacrifice of grip on the inner wheel it may well have a positive overall affect. Mentioning downforce, this plays a part here too. As I explained before on its affects on the suspension frequencies, this of course affects body roll and hence the camber/caster/inclination you will need to use (as if it wasn’t difficult enough). Downforce is the driver’s dream and the engineer’s nightmare. To ease your difficulties with C&I (which to be honest is the most difficult part of the car to setup as it has no real perfect value) the latest version of the Suspension Analyser includes a C&I tab which is well worth a look. For checking whether you’ve actually got the settings right though, only F1PerfView can view actual racing data. === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 485aa200dcafcc22353305c311e2a53391adf5b3 2511 2510 2022-07-30T08:56:57Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on). This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation. Q) '''どう調整すればいいの?'''<br> A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same corner, more steering lock is required. == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 9db1ae22acceba131f45142707615f0cd1886bc3 2512 2511 2022-07-30T09:03:02Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in. Q) '''どう調整すればいいの?'''<br> A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car. What difference this makes depends on whether you’re changing the toe on the front or rear wheels. ==== フロントタイヤ ==== Ideally you would want no toe (0 in the garage) as this gives the least resistance because the wheels are travelling in a nice straight line. However with no toe the wheels are prone to wandering (the car drifts from left to right slightly when going in a straight line). This can be fixed by applying toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels. So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from wandering on the straights though some toein might be in order. ==== リアタイヤ ==== Again, zero toe would seem to be the ideal setting here but using toe on the rear wheels can make significant benefits to the handling – in fact rear toe has a much more pronounced affect than front toe. Unlike the front wheels however, setting up toe on the rear wheels is drivetrain dependant. For FWD cars, toeout is the flavour of choice. As FWD cars understeer under power, your setup should be setup to oversteer and using toeout will cause the rear end to come round a little during a turn. Small amounts of toeout are sufficient to cause this effect – even a setting of 0.3 in the garage (negative toein, remember) will make a large difference (possibly too large). I’ve noticed many setups use a little toein on the rear wheels and make up for this with suspension settings. I find using more neutral suspension settings and toeout seems to make oversteer more natural. Too much can make the rear wander under braking, however. For RWD cars, toeout would not be the best of ideas. As RWD cars tend to oversteer under power, toeing the rear wheels out would make this oversteer much more pronounced making it extremely difficult to apply power. So toein is what is needed. More toein means more resistance to oversteer, be it powered or otherwise. I find settings up to 0.5 (depending on the car) do the job and help keep the rear end where it belongs – at the back of the car. Also increasing toe increases tyre temperatures and wears the tyres more quickly. === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] d81c1abbedf73b8325de222668772ae8dea3aec8 2513 2512 2022-07-30T09:22:21Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage. Q) '''どう調整すればいいの?'''<br> A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll. Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved, mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your tyres perfectly flat for every corner, so some compromise will be needed. Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly (as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more sensitive to heat than they are to load (i.e. flat camber during cornering). Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be able to slow down as fast (although this affect is quite small unless you have lots of camber). An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii. === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 061e5ec717fe68d914f590f8f0855198cc91d7f6 2514 2513 2022-07-30T09:41:56Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) Car engines spin the crankshaft far too fast to drive the wheels directly, so some gearing reduction is used to reduce the wheel rpm appropriately. This also has the added affect of multiplying the torque at the wheels (note that this does NOT affect power – power is torque multiplied by rotational velocity, so doubling the torque also halves the speed of rotation, meaning power remains the same). Q) '''どう調整すればいいの?'''<br> A) Quite easily really, it should be set so that your engine is reaching maximum engine revolutions (revs) in top gear at the end of the longest straight on the circuit. A higher number means more reduction, so higher revs for any speed in any particular gear – the benefit being more torque and hence more acceleration. It should also be tuned with the individual gear ratios in mind, since their effect multiplies together. It is most useful for when you have got your individual gear ratios spaced how you want them on one track, then you can adjust the final drive ratio depending on how the top speed changes for different tracks. === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 676fcface604096907d7f51f3657643f9bba1447 2515 2514 2022-07-30T09:56:45Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''What do they do?'''<br> These are best explained one by one. '''ロックデフ (essentially no differential, also known as direct drive)'''<br> When a car takes a corner, the outside wheels take a slightly longer path than the inside wheels, and the front and rear wheels also travel slightly different distances, so in fact all four wheels take a different line through a corner. With a direct drive system, all the driven wheels are fixed so they must rotate at the same speed; this of course forces the wheels that need to turn furthest to slip, in turn creating resistance. This means the car wouldn’t turn so well as the wheel that was slipping would have a braking affect, slowing the outside of the car and therefore trying to straighten the car up. In a two wheel drive system this problem is reduced somewhat as it is not usual to connect the steered (and therefore unpowered) wheels together. Of course this isn’t an option for the driven wheels (without using multiple motors), so a solution is needed, and comes in the form of a differential. '''オープンデフ'''<br> The simplest form of the differential is the open differential. This is a device that allows wheels to spin at different rates. While it solves the issue of tyre scrub when cornering, it makes it possible for a single wheel to spin if it has less grip than the other wheel. This of course happens during cornering, as weight transfer increases the amount of grip available to the outside wheel. Once spinning, it will offer less resistance, so the spinning wheel will keep spinning until grip is regained or power reduced. Also, open diffs provide equal torque to both wheels, and since a wheel without resistance cannot have any torque applied to it, the wheel with grip receives no torque either, and all acceleration is lost (exactly what you don’t want to happen when racing). To my knowledge, open differentials are never used in auto racing, but rather some form of LSD. The only downside to LSD systems is that if too much torque is sent to the diff, both wheels can be spun simultaneously, reducing the grip from one end of the vehicle, and making the handling characteristics of the different drive layouts very clear. There are two types of LSD available in LFS, and both are of a variable locking nature. '''機械式LSD'''<br> A simple way to prevent one wheel getting all of the torque is to install some springs and a clutch between the drive shafts that will try to make the two halves spin at the same rate. This means that the torque difference between the wheels must be great enough to overcome the friction from the clutch, before they can rotate at different speeds. On the plus side this means power can be put to the ground much more effectively but begins to reintroduce the issue of the locked diff (though obviously at a reduced level). There are also various types of clutch based LSDs, and the one used in LFS is the progressive or Salisbury LSD. This means that the differential becomes more locked as more torque is sent through the diff. '''ビスカスLSD'''<br> An alternate to using a clutch is the viscous coupling. I won’t explain the principals of operation, but basically a viscous diff is speed sensitive, so the faster one wheel spins than another, the more torque is transferred to the slower wheel. This means a viscous diff does not have a locking factor, but is infinitely variable, operating like an open diff until one wheel begins to slip, then becoming progressively more locked. So it is still possible to spin one wheel, though only temporarily. This also means a viscous diff does not really reintroduce the locked diff problem like clutch pack differentials do. However they are also less effective at putting power down to the ground, and due to there variable nature not being directly controlled by your foot, they can make the handling of the car less predictable. If you want to see more technical info on how differentials work, have a look at the article on differentials by http://www.howstuffworks.com. I have also posted information about different types of differentials here: http://forum.rscnet.org/showthread.php?t=215699. Q) '''How do I pick one?'''<br> Thankfully this is quite a simple choice. Locked differentials are not suited to types of racing that involve cornering, however are best at power handling. For this reason they are ideal for drag racing, but otherwise are best avoided. Open differentials would only ever be useful instead of some form of LSD if the engine produces very low amounts of torque, so that the spinning of a single wheel is rare and therefore not really a problem. The viscous LSD is best on very tight circuits and on less powerful engines. Once the vehicle has sufficient power however, the advantages of the clutch pack LSD outweigh its disadvantages. === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 9612a318091cfbd9abaf35bdd08ceeae95ac4a88 2516 2515 2022-07-30T10:24:16Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に置くことができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 347b3e92a8abd7afa603d31db48c7923dd9a9f4e 2517 2516 2022-07-30T10:28:59Z Dankitk 59 微修正 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''What do they do?'''<br> A) Depending on the type of LSD selected, there are different options available. In the case of the viscous diff, this setting controls the viscosity of the liquid, and hence the speed at which torque transfer changes. For the clutch type diff, the locking of the diff alter the amount of torque that can be transferred under wheel slip, and is separately adjustable for both power and coast situations. ''Note: On the XF GTi and XR GT, in an aid to simplify setups, the locking on the clutch type diff is equal under both power and coast conditions.'' Q) '''How do I tune them?'''<br> A) This varies depending on the type of LSD, so I will explain them separately. '''Viscous Coupling'''<br> I’ll explain this type first as it is simpler. All that can be changed here is the viscosity of the liquid in the coupling. A higher setting will lock more quickly once one wheel begins to spin at a different rate to the other one, thus making wheelspin less pronounced and making it easier to get power down to the ground. The only downside to having the diff set too high, is that it makes it easier for the back to break loose on RWD cars, but at the same time raises the threshold at which this would happen. FWD cars have a much higher tolerance to diff settings since more understeer is all that car happen, and that’s what your setup will most likely trying to be counteracting anyway. The viscous diff is best only used on the lower powered RWD cars. '''機械式LSD'''<br> There are two settings to play with here, the locking factors under power and coast. As the names imply, the power locking factor is how locked the diff is when torque is being sent through the diff from the engine to the tyres, whereas the coast locking factor controls how the diff behaves when torque is being sent from the tyres to the engine. This second situation occurs both under engine braking and when there is less throttle being applied than what is needed to accelerate the vehicle. So a higher coast setting will both reduce the chance of a single wheels locking up under braking, and the difference that lift-off oversteer makes to the car balance. Likewise a higher power setting will reduce the chance of a single wheel spinning under power but will increase power oversteer in RWD cars. As a rule of thumb, having the power side set low and the coast high makes a car easy to drive, while high power and low coast is fastest – so adjust to your skill and taste. FWD cars are a bit unusual as the more locked the diff is on the power side, more torque will be transferred to the outside wheel, meaning it will be trying to go faster, increasing turn in. So in fact power understeer is lessened, meaning it is normal to use very high power side locking values on FWD cars. It is also possible to find out how much torque will be transferred to the non-slipping wheels (the outside wheel when cornering) by looking at the torque transfer graph in the appendixes. '''プリロード'''<br> The more preload you add, the more the car will behave like with a locked diff during the change from being "on power" to "engine braking" (or the other way round). A clutch pack LSD without preload completely opens up (read: it's like a open diff) if there is no torque acting on it, which can have a very bad effect if you were relying on the stabilizing effect of the LSD. So, it mainly affects you during the short time after braking for a corner, where you're almost not on the throttle yet (neutral load on the diff). If the car is oversteering in that situation, add preload. If it is too hard to turn and understeers off all the time, remove preload. === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 81a1493f4551287994bbd3caa81aec0ad86fd8b3 2518 2517 2022-07-30T10:52:44Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] d85d4003e80112b9e10dd8c12617f6047924e22f 2519 2518 2022-07-30T10:54:50Z Dankitk 59 /* Front/Center/Rear Differential Type */ wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] 171dc8305af4602b0e0897c02ed4fe69f242ebf8 2520 2519 2022-07-30T10:55:08Z Dankitk 59 /* Front/Center/Rear Differential Slip Limits */ wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] f947a7c01389fc00bc95269ca9bf73596b28e8e8 2521 2520 2022-07-30T11:01:14Z Dankitk 59 英語版へのリンクを追加 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars handling. Q) '''どう調整すればいいの?'''<br> A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence wear down faster, so will need to be changed more often. Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in order to get the tyres running close to optimum temperature. Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a little grip when not up to temperature, but lose lots if they get too hot. LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting pressures. == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 5ede1f8d9fb9e7c4cb11a50fd43e54593bb2c724 2522 2521 2022-07-30T11:08:25Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type of tyre. Q) '''どれを選べばいいの?'''<br> A) At the moment this is fairly easy, but the tyre choices depend on the class of car: '''Road cars'''<br> “Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal” tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might as well get them changed at the same time as you pit for fuel. “Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment. For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending on your driving style. One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to controlling the car. “Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track. '''Race cars'''<br> There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4 (hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound. A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres often need a combination of stiffer suspension and a higher ride height. === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 12a0329ad5c61ff0bacb2882e81152e55dd73fb1 2523 2522 2022-07-30T11:23:40Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) The main affects of downforce are simple enough to tune. The increased downward force on the tyres brings increased grip, but without the extra mass that usually goes with it. This permits turns to be taken much faster. The higher the wing angle, the faster you can take corners. However, the higher the wing angle, the more drag the car creates, and the vehicles acceleration and top speed are reduced. The increased grip and reduced top speed for any given downforce settings is shown in LFS Gear Ratio Calculator. If the Downforce is set too high the reduction in speed on the straights will outweigh the time advantage gained from taking the corners faster, so there is a balance to be found. Unfortunately I can’t think of anything other than trial and error to get the balance right. Generally speaking though, the faster the circuit, the less downforce you will want. The secondary affects of downforce are more complicated however, such as: * changed weight distribution with speed (which is where front and rear wing angles come in) * reduced spring frequency with speed (and not necessarily equally front and rear), which in turn means increased body roll with speed and makes setting the damping far more complicated * reduced ride height with speed (make sure you don’t ground out) * increased tyre deformation with speed (affecting gearing and tyres pressures) * altered brake settings if you’re to take full advantage of the extra grip While these have all been explained separately in the relevant sections, I will reiterate about the changed weight distribution that can come with downforce, since this will change the balance of the car as the spring rates are fixed. If the car begins to understeer too much at high speeds, reduce the rear wing angle or increase the front wing angle. Likewise if the car begins to oversteer at high speeds, perform the reverse operation. Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance correct from the word go. To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so this will save you from having to switch tabs. [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 53492aa2c99908292c49ab3ab0aef543d6bd358b 2524 2523 2022-07-30T11:30:53Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === Individual Gear Ratios === Q) '''What do they do?'''<br> A) The internal combustion engine produces most of its power at higher engine speeds, so having just one gear will not give good acceleration at lower speeds. Not to mention you would burn out the clutch just pulling away. Multiple gears can be used to multiply the torque at lower speeds and provide this extra acceleration, though this does bring in the need to change gears as engines only rev so high. Whenever you are changing gear, you are not accelerating. So choosing the right amount of gears is important. The optimum amount is thought to be about 6 or 7, hence race cars use around this number and road cars have nearly caught up as well (too few and acceleration is not what it could be, too many and you’ll lose out from having to change gear too often – plus it makes the gearbox heavier and more complicated). Increasing the ratio is known as making the gear shorter (as you’re reducing the maximum speed attainable in that ratio) while lowering the ratio is known as making the gear taller. Q) '''How do I tune them?'''<br> A) There are several things to look at when setting the individual gear ratios. Firstly, do you really need all those gears? On tracks where the top speed reached is quite low, you may find you have to change gear very often and that all your ratios are very close. In these circumstances it may help your times if you don’t use the top gear, or maybe even the top two (such as on South City Sprint Track 2). In cases where you are using less than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try and change up anymore (should you use it). First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm. Obviously you should only go so short or engine damage will eventually occur. Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts which are best for off the line acceleration. Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner. You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though they will be improved), they are informative none-the-less. [[image:Gear1.gif]] Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves. [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 6350a4aff33786605b17c41620ae2e3c49882e22 2525 2524 2022-07-30T11:49:40Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === Front Torque Bias === Q) '''What does it do?'''<br> A) Only available on AWD cars, this is the percentage of the torque that will be sent to the front wheels – e.g. a setting of 75% means 75% of the torque will be sent to the front wheels and the remaining 25% will be sent to the rear wheels. Q) '''How do I tune it?'''<br> A) This depends how you like you cars to drive. If you prefer power understeer, like FWD cars, try sending 40% or more of the torque to the front wheels, while on the other hand if you prefer power oversteer, like RWD cars, try sending 25% or less to the front wheels. Real AWD cars, ignoring those fitted with computer controlled electronic differentials, tend to send between 25% and 40% of the power to the front wheels. The real benefit of AWD (as I see it), is having neutrality under power (i.e. no under or oversteer) and even tyre temps. The more powerful the car, the lower percentage of power needs to be sent to the front wheels to maintain neutrality. That’s one reason why most supercars tend to stick to RWD, as the extra weight and complexity isn’t worth the hassle for sending just a small percentage of the power forward. At the very top end of the power scale (I’m talking in excess of 600bhp here), AWD tends to be favoured again since two tyres on their own simply can’t handle the torque involved, so AWD is used to prevent torrents of wheel spin, with clever electronics to try and prevent huge power understeer. Since there are currently only two AWD cars in the game, I’ll mention specifics: I find the RB4 GT works well with the torque bias set to about 35% and the FXO GTR set to about 25% (the front tyres can only handle so much power, so the more powerful the car, the lower the percentage should be). === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 54193e53c28f1fb8fc3af1258316e32afbd0482a 2526 2525 2022-07-30T11:53:58Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?''' A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?''' A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド Damping === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === Front/Center/Rear Differential Type === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === Front/Center/Rear Differential Slip Limits === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 684e48eab981b20b94c68d4ed3bb2f74dd0370ad 2527 2526 2022-07-30T12:01:05Z Dankitk 59 一部見出しをカタカナ化、brタグ挿入 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。meaning it should be relatively quick and simple to get your brakes sorted, especially since the settings in the default setups are usually very good. === Max per wheel & rear-front bias === Q) '''これらは何を意味しているの?'''<br /> A) 基本的にMax per wheelはブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、Rearfront biasはブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] c99112f5f04e114a02804c340c86f0a2ca5451e4 2528 2527 2022-07-30T12:03:57Z Dankitk 59 微修正 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst the suspension information, and it does change depending on the camber of the wheels. Q) '''これは何をするの?'''<br> A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one: ''“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the geometric centre of the wheel is the scrub radius.”'' Got that? Great. Looking at the caster/inclination/scrub radius graph may help (see appendixes). Q) '''どう調整すればいいの?'''<br> A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order. Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on inclinationapplied camber. Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for some positive scrub radius. If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius – so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander. === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] d6c04509dad5f00d754d8515dcedd85703e22576 2529 2528 2022-07-30T12:08:33Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the following explanation in the guide. Q) '''これは何?'''<br /> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip, you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then perhaps slightly reduce either the front or rear track width to adjust car balance. However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has a very square footprint. == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] c29a2972d470fb6313a710b5317f4a638417af77 2530 2529 2022-07-30T12:23:17Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == このページはより高度なセットアップのガイドです。 ラップタイムの面で、どのようなセットアップがあなたのドライビングスタイルや能力に適しているのかを説明します。 セッティングは妥協であることを覚えておいてください。何かを理想的な状態にするには、他の何かを犠牲にします。 これはセッティングだけの話ではなく、車やサーキット、そしてあなたのドライビングスタイルが協調する必要があることを意味します。 それは簡単ではありません。そのためのガイドです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 1918e430961dbbb52bafe891568de30aecf5648e 2531 2530 2022-07-30T12:26:25Z Dankitk 59 英語版の最新からDeepLで翻訳 wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。"" === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 68355c2617246bd26d21d2eedc762d3c474db3cf 2532 2531 2022-07-30T12:29:43Z Dankitk 59 クォート文字を修正 wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。'' === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少なく、逆に柔らかいスプリングは荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] dfd8f7252097304791be9cd02bcd5aa4cab8eb77 2533 2532 2022-07-30T12:32:06Z Dankitk 59 A1の誤訳修正 wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。'' === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、逆に高いと周波数が低くなります。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 7750c0590149eb06701b1ad9e1e70e55530a4034 2537 2533 2022-08-07T01:01:23Z Dankitk 59 誤訳の修正 wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。'' === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、その逆もしかり。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が重くなると、この最適な周波数は下がり、逆に重量が重くなると、この最適な周波数は下がります。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。しかし、ロードカーのLFSでは、そこまで上げることはおすすめできません。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 740a65eba68870cfff23d32c2c8686330d5d9b60 2538 2537 2022-08-07T01:06:51Z Dankitk 59 誤訳の修正 wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。'' === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、その逆もしかり。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が増加すると、この最適な周波数は減少し、その逆もまた然りです。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。何がベストなのか、試してみてください。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は限界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、アンダー減衰されたスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は限界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧縮ダンピングを調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 1ce05ef15949a6019d3cdf39e6830d358fd0ea8b 2539 2538 2022-08-07T01:23:30Z Dankitk 59 用語統一:臨界減衰、圧側減衰 wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。'' === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、その逆もしかり。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が増加すると、この最適な周波数は減少し、その逆もまた然りです。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。何がベストなのか、試してみてください。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は臨界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、減衰力不足のスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は臨界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧側減衰を調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] bba18517b4b5de84a94e5ef6ca7f9f1c1f6d625f 2540 2539 2022-08-24T06:20:03Z Dankitk 59 ステアコンペンセーション の wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。'' === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、その逆もしかり。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が増加すると、この最適な周波数は減少し、その逆もまた然りです。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。何がベストなのか、試してみてください。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は臨界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、減衰力不足のスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は臨界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧側減衰を調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 ステアコンペンセーション 1.0 →<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 ステアコンペンセーション 0.0 →<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] e543e5fc2b93abdc1532d30b8d1aeac5a5e5eaec 2541 2540 2022-08-24T06:21:52Z Dankitk 59 [[Special:Contributions/Dankitk|Dankitk]] ([[User talk:Dankitk|トーク]]) による版 2540 を取り消し wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。'' === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、その逆もしかり。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が増加すると、この最適な周波数は減少し、その逆もまた然りです。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。何がベストなのか、試してみてください。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は臨界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、減衰力不足のスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は臨界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧側減衰を調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 1.0 より大きなステアコンペンセーション<br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 0.0 より大きなステアコンペンセーション<br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] bba18517b4b5de84a94e5ef6ca7f9f1c1f6d625f 2542 2541 2022-08-24T06:24:06Z Dankitk 59 /* 最大切れ角 */ ステアコンペンセーション ">"記号の意味がよくわからないので、原文通りに修正。 wikitext text/x-wiki ''By Bob Smith'' == はじめに == これは上級者向けのセットアップガイドで、表面をなぞるのではなく、(必要な部分は)詳細に説明していくので、読むべきところがたくさんあります。各セッティングがどのような働きをするのかを説明し、実際に何を調整しているのか、また、どのようにセッティングを調整すれば(ラップタイムの点で)最適なのか、あるいはあなたのドライビングスタイル(と能力)に最も適したものになるのかを理解できるようにしたいと思います。私はできるだけわかりやすく説明するつもりですが、ある部分はかなり専門的で、技術者でない人が説明するのは無理なのです。もし何かで混乱したら、深呼吸をして、その段落を最初から読み直してみてください。それでもよくわからない場合は、遠慮なくご連絡いただければ、より詳しくご説明します。読む前に、セットアップのオプションについてある程度把握し、少しいじることに慣れておくとよいかもしれません。いずれにせよ、あなたは試したことがあるはずです。 もし何か間違ったことを見つけたり、もっと良い説明の仕方を知っていたら、ぜひ教えてください。bobsmith at xenocracy.plus.com (訳注:翻訳版の問い合わせは控えましょう) 車のセッティングは常に妥協の産物です。理想的と思われるセッティングに変更すると、大抵は他の部分が台無しになります。この芸術的なセッティングは、どんなセッティングをするかということではなく、お互いのセッティング、クルマ、コース、そしてあなたの運転の仕方と調和するようにすることなのです。そして、それは簡単なことではありません。だからこそ、このガイドがあるのです。 == ブレーキ == [[image:Brake2.jpg|thumb|例1: ブレーキバランスの値が高すぎる状態。]] [[image:Brake4.jpg|thumb|例2: ブレーキバランスの値が低すぎる状態。]] [[image:Brake3.jpg|thumb|例3: ブレーキの制動力が強すぎる状態。]] [[image:Brake5.jpg|thumb|例4: ほぼ完璧な状態。]] [[image:Brake1.jpg|thumb|例5: コントロールされた状態。]] レースはただ前に速く加速すれば良いというものではなく、出来る限り早く、そして短い距離で減速することが重要です。 有り難いことに、2つの項目を調整するだけで完璧に近づけることができます。特に、デフォルトのセッティングは非常に優れているので、ブレーキを調整するのは比較的早く、簡単にできるはずだということです。 === 車輪あたりの最大 & リア-フロント バイアス === Q) '''これらは何を意味しているの?'''<br /> A) 基本的に 車輪あたりの最大 はブレーキペダルを完全に踏み込んだときのブレーキの強さを表し、リア-フロント バイアス はブレーキの強さを前輪と後輪でどう分けるかをコントロールします(0%の設定は後輪のみにブレーキがかかり、100%の設定は前輪のみにブレーキがかかり、50%の設定は前輪と後輪が等しくブレーキがかかるという意味です)。なお、ブレーキは5%~95%の範囲でしか調整できないので、先ほどの例のうち2つは、ゲーム上では実際には不可能なものです。LFSのブレーキにはニーポイントがないようなので、その点は安心ですね。 Q) '''どう調整すればいいの?'''<br> A) ブレーキバランスを完璧に近づけるには、何回もテストを繰り返しましょう。はじめに、タイヤを最適な温度に上げて下さい。冷えたタイヤは、温まったタイヤに比べてグリップ力が小さいため、最適温度に温めるのは非常に大事なポイントとなります。その後、平らな場所でスピードを上げて(ディップ後のブラックウッドが便利)、フォースビューに切り替え(Fボタン)、ブレーキを踏んでください。百聞は一見にしかず、ぜひご覧ください。 ''注意: これらのスクリーンショットはバージョン0.3のものですが、説明のために必要な部分には特に違いはありません。'' '''例1:''' ブレーキバランスの値が高すぎる状態<br /> この例では、フロントタイヤがロックしています。リアタイヤはスピードを落とすのにあまり役に立っていません。ステアリングが働くフロントホイールがロックしてしまうと、あなたは車の向きを変えることが出来ません。そのため、クルマは直線を突っ走ってしまうのです。ロックしたホイールは、タイヤの接地面を急速に加熱し、過熱したタイヤは急速にグリップを失います。 長い間ロックさせてしまうと、タイヤにフラットスポットを作ってしまう原因にもなります。 '''例2:''' ブレーキバランスの値が低すぎる状態<br /> これはリアタイヤがロックしている状態です。後輪をロックすると、特にステアリングを少しロックした場合、車両のオーバーステアが促進され、カウンターステアリングが得意でない限り、すぐに車のコントロールを失うことになります。そうでなければ、あのバリアにコンニチワしてください。コーナーでトレールブレーキをかけるのが好きな人には、最適なセットアップではありません。 '''例3:''' 制動力が高すぎる状態<br /> 解決策:1輪あたりのMaxをxxx Nm下げる。全輪をロックすると、緩い路面では最も速く停止できますが、完全に制御不能になり、車が勝手に動くので、確かに良いアイデアとは言えません。また、ブレーキバランスが正しく設定されているかどうかを判断することもできません。 '''例4:''' 完璧?<br /> これは正確には違います。四輪ともかなり限界に近い状態ですが、これは他の要素(エンジンブレーキなど)を考慮しない場合です。 ''注意: これはデフォルトのセットアップのブレーキセッティングです。'' '''例5:''' コントロールされた状態<br> これが私の車(今回はXR GT)の走り方です。何を変えたか?まず、通常時に車輪がロックしないように、ブレーキの強さを少し弱くしました。それよりも、エンジンブレーキを考慮したブレーキバランスに変更しました。FRの場合はブレーキが少し前に出過ぎた状態(写真参照)、FFの場合はブレーキが少し後ろに出過ぎた状態で走らせるのがベストです。AWD車の場合は、トルク・スプリットの設定によります。このように、ブレーキング時にシフトダウンすることで、よりコントロール性を高めることができます。シフトダウンが早いほど、駆動輪に追加の制動力がかかります。このことを考慮してブレーキを設定しないと、シフトダウンしたときに車輪がロックする可能性が非常に高くなります。 ここからセッティングを微調整する必要があるかもしれませんが、その必要性を見極めるためには、実際にレースをする必要があります。路面によってグリップ力が違うので、あるところではブレーキ力を上げても、別のところではすでにホイールをロックさせている可能性があるのです。 理想的には、最もグリップのある部分でホイールがロックしそうになるようにブレーキ力を設定し、他の部分でブレーキ量を変化させることができます。ブレーキ用のデジタルコントローラー(ボタンなど)を使っているユーザーは、究極のブレーキ力を犠牲にしてブレーキ圧を低くするか、ブレーキヘルプのドライビングエイドを使って、ロックアップを防ぐことができますが、アナログコントローラーでできるようなブレーキ力はありません。 また、ダウンフォース(ネガティブリフトと呼んでもよい)は、スピードに比例してグリップを増加させるため、考慮すべき事項のひとつです。そのため、高速走行時にはブレーキがロックしないのに、低速走行時には簡単にロックしてしまう可能性があります。高速で思いっきりブレーキをかけたいなら、残念ながらこれを回避する方法はありません。サーキットで最も速いブレーキングポイントに合わせてブレーキをセットアップし、低速コーナーではブレーキを甘くするのが一番手っ取り早い。また、タイトなコーナーで高速からブレーキをかけると、スピードとグリップを大きく削り取ることになる。つまり、ロックアップを避けるために、ブレーキをかけながら、ゆっくりとブレーキペダルから足を離す必要があるのです。 ブレーキセッティングの話にはもうひとつ、「坂」があります。サーキットは、その性質上、ぐるりと回っているので、坂を登れば、また下っていくことになる。坂の多いコースでは、坂道でブレーキをかけることが多くなる。下り坂でブレーキをかけると、前輪にかかる重量が増えるので、ロックする前にブレーキをかける力が強くなり、もちろん後輪にかかる重量は減るので、ロックしやすくなり、その結果すべての悪い副作用が生じます。つまり、前後輪のバイアスをわずかにフロントにシフトする必要があるのです(数値を大きくする)。上り坂でのブレーキはその逆で、より後方にバイアスをかける必要があります(数値を小さく)。もちろん、ブレーキングする勾配の角度は、サーキットのすべてのコーナーで固定されているわけではありませんから、妥協が必要なのです。サーキットが常にフラットでない限り、すべてのコーナーでブレーキが完璧であることはあり得ないので、自分のドライビングに最も適した妥協点を見つけるには、実験するしかないです。 設定を調整する際には、フォースビューを使い続けることを忘れないでください。 ''NB:そのように運転しようとするのではなく、フォースなしで運転し、リプレイを保存し、フォースビューで見るのが便利かもしれません。'' == サスペンション == サスペンションは、車のハンドリングを調整する主な方法です。ここで行った変更は、通常、最適なパフォーマンスレベルを維持するために他の設定を変更することを意味します。 === 車高を落とす === Q) '''これは何をするの?'''<br> A) 車に装着されているスプリングの無負荷時の長さです。 Q) '''どう調整すればいいの?'''<br> A) これは、すべてのサスペンションオプションの中で最後に設定するのがベストです。サスペンションアナライザーにサスペンションの詳細を入力し、「サスペンション荷重とトラベル」セクションを開くと、どれだけのトラベルが残っているかが分かります。未使用のトラベルは不必要に車高を高くし、重心を上げ、重量移動を増加させ、最大利用可能グリップを低下させます。ただし、ローダウン/ローダウンの前にGフォースを設定することを忘れないでください。最大横Gと最大縦Gの両方がどの程度残っているかを確認します。どのポイントでもストロークがなくなってはいけません(注意:最大横Gと最大縦Gを1つずつかけてください)。レース中にサスペンションのストロークがなくなると、バンプストップにぶつかり、予想外のハンドリングを引き起こし、強くぶつかるとサスペンションにダメージを与えます。最大Gフォースは車種やタイヤの選択によって異なりますので、付録のGフォーステーブルをご参照ください。 これで車高の基準となる数値がわかります。完全にフラットなコースであれば、この車高で問題ありませんが、コースの凸凹を考慮した車高にする必要があります。もちろん、コースやコース上のラインによって、この値は変わってきます。F1 perf viewを使い、距離対サスペンショントラベルのグラフを表示させます。サスペンションが底付きしなくなるまで、フロントとリアのトラベルを上げ続けてください。サーキットの2カ所でサスペンションを底上げするのがベストかもしれません(ハンドリングを乱したりダメージを与えたりしない限りは)。 最後に、車高を調整する際に考慮すべきことは、車体のスタティックピッチの角度です。理想は常にフラット(ピッチなし)であることですが、加速したりブレーキをかけたりすることが多いので、そうもいきません(よほど硬いサスペンションとスチールタイヤでもない限り)。ボディピッチが大きくなることは、一般的に悪いことです。これは、車の下の空気がより小さいスペースに圧縮されることを意味するので、車の後部に上向きの力を及ぼし、グリップを(ほんの少しですが)減少させます。しかし、加速するとクルマは少したわむので、少しスタティックダイブするようにセットアップするのがベストでしょう(どの程度かはクルマや他のサスペンションの設定によります)。 ''注:LFSは実はまだこの最後の段落を考慮に入れていません。いつかは...。'' === スプリングの硬さ === Q) '''これは何をするの?'''<br> A) これは単純にスプリングの硬さのことで、硬いスプリングは柔らかいスプリングに比べて荷重による圧縮量が少ない。 Q) '''どう調整すればいいの?'''<br> A) 第1部:サスペンションの周波数<br> 剛性は車重に対して相対的なものなので、剛性でチューニングするのではなく、バネ振動数をチューニングする必要があります。そうなんです、ほとんどの人がそう思っているので、心配しないでください。バネ剛性が高いと周波数が高くなり、その逆もしかり。周波数が低いと、タイヤができるだけ路面に接するようになり、最大限のグリップが得られますが、同時にボディロールが大きくなります(タイヤが荷重に敏感なため、最大グリップが減少します)。高い周波数は、その逆を行います。 実際のところ、GTレーシングカーに代表される1トン前後の車では、1.9~2.2Hz程度が最適とされています。しかし、この周波数が自動的にLFSに最適であるとは限りません。重量が増加すると、この最適な周波数は減少し、その逆もまた然りです。ゲーム内で最も重いクルマの重量は1.2トン強ですから、2Hzがスタート地点として適しており、これより低くすることはお勧めしません。軽いクルマの場合は、3Hzくらいが最適かもしれませんが、LFSのロードカーでそこまで上げるのはおすすめしません。何がベストなのか、試してみてください。F1カーは4〜8Hzの範囲で使用することが知られていますが、これには理由があり、第3部で説明します。 ラリークロスのセットアップは、1.7〜1.9Hzと柔らかめで、車高に余裕を持たせたほうがよいでしょう。これはタイヤがコースのすべてのバンプに追従できるようにするためで、ダートの性質がよりソフトであることにも起因しています。 では、サスペンションの周波数はどこで知ることができるのでしょうか?ColcobのSetup Analyserはこれらの数値を表示しますが、これはv0.3のもので、執筆時点ではまだ最新バージョンに更新されていません。しかし、このアナライザーは、適切なS2カーのデータを入力することで、手動でアップデートすることが可能です。 スプリングの振動数を変えることによるもうひとつの効果は、ハンドリングへの影響です。周波数が高いと、ステアリング入力に対する車の反応が良くなりますが、高く設定しすぎると車がナーバスになります。周波数が低いと、車の反応は鈍くなりますが、車をよりチャッカブル(chuckable)にすることができます(つまり、コーナーに投げ込んでもそれほど気にならない)。つまり、使用する周波数には有効な範囲があり、その中間にスイートスポットがあるのです。 第2部:車のバランス<br> サスペンションでできることの2つ目は、クルマのバランスを変えることです。これはとても便利なことです。周波数が同じであればハンドリングはニュートラルになると思われるかもしれませんが、それは路面幅が同じ場合のみです。フロントがリヤより広い場合、リヤのバネ定数を少し高くするとニュートラルになります。実際のレーシングカーはFRなので、基本的にアンダーステアとなるため、リアの周波数はフロントより0.15〜0.25Hz程度低くても問題ないでしょう。しかし、タイヤのスリップ角の性質上、若干のオーバーステアがある方が速いので、できるだけ低い方がよいでしょう。スロットルコントロールとカウンターステアリングの能力が高ければ高いほど、アンダーステアは少なくなり、オーバーステアは多くなります。FF車の場合、フロントよりリアをこの量くらい硬くしたい(見方によっては、フロントをリヤより柔らかくしたい)でしょう。もしクルマをよりニュートラルにしたいのであれば、周波数の差を小さくしてください。(ただし、カーバランスに影響を与える設定は周波数だけではありません(実際、ほとんどの設定が影響します)。言える事は、これは2つの主要な方法のうちの1つで、もう1つはアンチロールです)。 それでもクルマのハンドリングが思うようにならない場合は、他のセッティングを変更する必要があるか、あるいはあなたのドライビングスタイルが原因かもしれません(ただし、それはこのガイドの目的ではありません)。 第3部:ダウンフォースの工夫<br> 残念ながら、何かが比較的シンプルに思えたとき、別の何かがやってきて問題を複雑にしてしまう。この場合、その何かとはダウンフォースのことです。ダウンフォースとは、スピードが上がれば上がるほど、空気で車を地面に押し付け、タイヤを地面に押し付ける力が強くなり、グリップが向上することです。もちろんスピードが上がれば上がるほど、スプリングにかかる力は大きくなり、車高は下がります(ほとんどの場合、前後均等に下がるわけではないので、カーピッチも変わります)。また、車高が変わると車輪のキャンバーも変わるので、高速コーナーでも低速コーナーでもキャンバーを完璧につけることは難しくなります。 ダウンフォースはバネ振動数には影響しないので、ダンピングにも影響しないことに注意してください(旧版のガイドに記載されていた内容とは異なります)。 ここで、F1マシンの話に戻りますが、なぜあれほど高いバネ定数を採用しているのでしょうか?第一に、F1カーは大量のダウンフォースで走るので、車を路面に固定する力のほとんどは、車の重量よりもダウンフォースによるものだからです。しかし、これでは車が逆さまに走ったり(例えば、橋の下側)、おかしなレースになってしまう。では、なぜダウンフォースのあるクルマは、サスペンションを硬くしなければならないのか?それは、先に述べたように、車高、ピッチ(ダウンフォースに影響)、キャンバーが変化するためです。サスペンションが硬いと、サーキットを周回してもこれらの特性の変化が少なく、セットアップがしやすくなります。また、ダウンフォースは、空気がクルマの上を正しい方向に流れているときにのみ発生する。そのため、スリップアングルが大きいとダウンフォースが減少してしまうので、最適なスリップアングルが小さいタイヤが使われるのです。また、トラクションが失われたときにクルマが折れてしまうため、バネ定数を高くすることで、メリット(クルマのコントロール性を高める)はあってもデメリット(限界を超えたときのハンドリングの悪化)はあまり問題にされなくなりました。 F1マシンがこれほど高い振動数(そしてサスペンションの移動量はごくわずか)を採用しているもうひとつの理由は、例えばGTレースとは異なり、サイドウォールがかなり高いソフトタイヤを使っているからです。サイドウォールの高さが衝撃を和らげ、ドライバーの視界を確保するのです(サスペンションの周波数が高すぎると、非平坦な路面でのドライバーの視界が損なわれてしまいます)。 === バンプとリバウンド ダンピング === Q) '''これらは何をするの?'''<br> A) これらは、ビジュアルで説明するのが一番わかりやすいと思います。<br> バネの上におもりを載せて放すと、おもりの位置は下のグラフの緑色の線で示される。紫色の線は、バネにある程度のバンプ(圧縮)減衰がある場合のおもりの位置を示しています。 [[image:sus1.gif]] 重りが下に移動するときは抵抗があり、動きが遅くなることがわかります。一方、上に戻るときは抵抗がありません。 下のグラフはその逆で、「リバウンドダンピング」を表しています。この場合、おもりの落下時には抵抗がありませんが、上昇時には動きが遅くなります。 [[image:sus2.gif]] つまり、圧縮減衰はバネの圧縮に抵抗し、伸縮減衰はバネの伸びに抵抗するものです。 XF GTi、XR GT、UF1000について、ひとこと。<br> バンプとリバウンドのダンピングを別々に調整できなくなりました(セットアップをよりシンプルにするため)。代わりに表示される「ダンピング」値は、実際には伸側減衰の値であり、圧側減衰はこの値の50%に自動的に設定されます。 Q) '''どう調整すればいいの?''' A) ありがたいことに、どのようなセッティングをすればいいのか、とても簡単に知ることができます。チューニングしたいクルマの Suspension Analyser ファイルを開き、フロントとリアのサスペンションの剛性を入力すると、スプレッドシートがクリティカルダンピングと呼ばれるものを計算します。クリティカルダンピングとは、動き出したサスペンションの動きを最も早く止めるために必要な伸側減衰の強さを指します。図解で説明します。 [[image:sus3.gif]] 下図は、伸側減衰を低く設定した場合の影響です。紫色の線は臨界減衰力、緑色の線は減衰力不足です。臨界減衰されたスプリングは、減衰力不足のスプリングよりも先に静止位置へ落ち着いているのがわかります。これは、臨界減衰されたサスペンションが、バンプにできるだけ早く対応し、回復していることを意味します。 [[image:sus4.gif]] この写真はオーバーダンピングを表しています(紫色の線が減衰の少ないスプリング、緑色の線が減衰の多いスプリングを表しています)。減衰が高すぎる場合、スプリングが静止位置に落ち着くまで時間がかかります。 しかし、最適な伸側減衰は臨界減衰の約80%であることが知られており、サスペンションアナライザーはこれを簡単に考慮しています。そのため、基準値としては、「最適ダンピング」が表示されるように伸側減衰を設定すればよいのです。 バンプの減衰力は、伸側減衰力の50~75%に設定するのが一般的で、これは実際のレーシングカーが使用している値に近いと思われます。多くのセットアップがこれよりも高い値を使用しており、時には伸側減衰よりも高い値に設定されているのを見たことがあります。個人的には75%くらいがちょうどいいと思います。圧縮ダンピングを高くすることの利点は、通常、車高を低くできることです。コーナリング中やバンプを乗り越えるときに、サスペンションのトラベルが少なくなるため、それほど多くのトラベルを必要としないかもしれません。バンプのダンピングが高すぎると、ホイールがバンプを飛び越え、トラクションが減少します。一般に、滑らかなサーキットでは圧縮ダンピングを強くします。圧縮ダンピングを限界まで強くすると、さらなる問題が生じます。 ダンパーをチューニングすることでできるもうひとつのことは、ハンドリングの微調整です。これは、スプリングとアンチロールのセッティングにかなり満足した段階で行うのがベストです。セットアップ・アナライザーの最新バージョンは、ここで必要とされる過渡的なダンピングを計算します。どのようなダンパー設定でも、過渡的な効果を得るために調整することができますが、ここであまりオーバーまたはアンダーステアを作ろうとしないことをお勧めします。圧縮ダンパーと伸側ダンパーのどちらを調整するのが良いですか? [[image:sus5.gif]] キャロル・スミスの言葉を借りるなら:<br> ''“圧縮ストロークはバネのない質量の動きを制御し、伸長ストロークはバネのある質量の動きを制御する。”'' 事実上、バンプの設定はホイールの動きを、リバウンドの設定はシャシーの動きをコントロールするものです。つまり、バンプをコントロールするためには主に圧側減衰を調整し、過渡的なハンドリングのためには伸側減衰を調整することになります。それぞれのセッティングで何度も走行して、自分のフィーリングやクルマに合ったものを見つけてください。実験が重要なのです。 一般的には、過渡的なダンピングをニュートラルにして(下記参照)、そこからFR車なら少しアンダーステア、FF車なら少しオーバーステアといった感じで調整するのが良いと思います。このあたりは、クルマにどのようなハンドリングを求めるか、また、ご自身のドライビングスキルによります。 === アンチロールバー === Q) '''これは何をするの?'''<br> A) まさにその通りです。車が曲がるとき、横方向のGが発生し、車はロールする。ロールすると、体重移動が増え、グリップが失われるため、よくありません。そこで、アンチロールバーは対向する2つの車輪を結び、車輪が相対的に動くと伸びます(これが車がロールするときの動作です)。アンチロールバーはこの動きに抵抗するので、ボディのロールは減少し、グリップの損失は少なくなります。 つまり、アンチロールバーはできるだけ硬いほうがいいということですね?しかし、サーキットは完全なフラットではありません(いくつかの理由がありますが、そのうちのひとつはフラットなサーキットは運転していて退屈だからです)。バンプを乗り越えるとき、バンプは小さく、片方の車輪(左か右)しか乗らないことが多い。つまり、片方の車輪は動いているのに、もう片方の車輪は動いていないことになり、もちろんアンチロールバーはこの動きに抵抗することになります。つまり、せっかくの独立懸架も、アンチロールバーを硬くすればするほど、その独立性は失われていくのです。サスペンションを独立させることは、バンプでの最適なハンドリングを維持するために重要ですが(最大接触面積を維持することが理由の一つ)、それが問題になる前に比較的硬いアンチロールバーを使用することができます。 Q) '''どう調整すればいいの?'''<br> A) バネの硬さのチューニングでも触れましたが、バネ周波数の違いによって、カーバランスは大きく変化します。これは、バネ定数が高いとロールに対する抵抗が大きくなり、ロールによって最大グリップが低下するためです。そのため、アンチロールバーとスプリングを比例させることで、スプリングで設定されたカーバランスを保ちつつ、トラクションを高めることができます。しかし、アンチロールバーの重要な点は、そのバランスを調整することで、クルマのバランスを変えられることです。アンダーステア気味にセッティングしたクルマにオーバーステア気味にすると、それまでの努力(前後のロール剛性の均等化)を打ち消すことになりますから。私は、スプリングだけでカーバランスをかなりニュートラルに設定し、アンチロールバーでオーバーステアやアンダーステアを調整することが多いですね。サスペンションアナライザーは、ロール剛性、つまり車のバランスをどれだけ変えているかを数値とグラフで表示することができます。フロントのアンチロールバーをリアに対して増加させると、コーナリング時にアンダーステアを誘発し、リアのアンチロールバーをフロントに対して増加させると、コーナリング時にオーバステアを誘発します。 アンチロールの剛性は相対的なものですが、絶対的な値はどうでしょうか。これもまた、使用しているスプリングの剛性との相対的な関係です。アンチロールの剛性を上げると(スプリングの剛性を上げずに)、ロール剛性のより大きな部分がアンチロールバーによって与えられます。アンチロールバーがスプリング以上のロール剛性を車に与えるようになると、サスペンションはあまり独立したものではなくなります。 アンチロールバーを硬くすることのもう一つの副作用は、ハンドリングがよりキビキビしたものになることです。これはもちろん、限界を超えたときに車を回復するのがより困難になります。セットアップ・アナライザーの「アンチロール/スプリングロール剛性比」で数値を確認できますが、この値を1.0より大きくすることはお勧めしません。 == ステアリング == === 最大切れ角 === Q) '''これは何をするの?'''<br> A)単純に、フルロックしたときに、直線からどれだけ車輪の角度を変えられるか、ということです。どの車種でも9°〜36°の範囲で設定されていますが、ある舵角が常に同じ半径や旋回を与えるとは限りません。例えば、ホイールベースの長い車(XR GTなど)は、ホイールベースの短い車(MRT5など)よりも、同じコーナーで同じラインを描くために、より多くのロックが必要となります。一般的には、ホイールベースの短いクルマはロックが少なくて済むと言われています。 Q) '''どう調整すればいいの?'''<br> A) ゲーム内で最も簡単に設定できる設定です。基本的に感度をコントロールします。ロックが低いと感度が低くなり、その分ステアリングが正確になりますが、オーバーステアの捕らえ方が悪くなります。ロックを高くすると、より敏感になりますが、ステアリングの精度は落ちますが、より大きなスライドをとらえることができます。ロックが高すぎると、コントロールが敏感すぎてオーバーステアを捉えるのが難しくなり、オーバーコレクトのリスクも高まります。クルマの切り替えを容易にするため、全車種とも同じようなセッティングにすることをおすすめします。マウスやジョイスティックをお使いの方は最大ロック量を少なめに、ホイールをお使いの方は(特に通常の240°*ではなく900°回転するホイールをお使いの方は)多めに設定することをおすすめします。オーバーステアを無視すれば、タイトなコーナーでも通常15°以上のロックを使うことはないでしょう。個人的には20〜25°くらいが好きです(オーバルは除く、最低でも9°)。実際のレーシングカーは、a)バック駐車をする必要がない b)経験豊富なレーシングドライバーは、そもそも車を横向きにしない c)これらの車のステアリングラックは、ドライバーがハンドルから手を放す必要がないように、ロックからロックへの回転数が少なく、ハンドルを切るのがより難しくなっている、などの理由から一般車よりずっと低いロックで運転しています。レーシングカーではパワーアシストがないため(重要なフィーリングが低下する)、ステアリングロックが低いとドライバーの腕力が長持ちするのです。 ''*ほとんどのホイールのロック角は180°から360°です。'' ステアリングの感度についてですが、マウスで操作する場合は、センターステアリダクションの設定も大きく影響します。理想的にはCSRを使うべきではありませんが、クルマのコントロール性に大きな違いをもたらす可能性があります。マウスの場合、0.4から0.6の間の値を使用することをお勧めします(個人の好みによります)。より自然な(そしてリアルな)ドライビングエクスペリエンスが得られるので、基本的には自分が心地よいと感じる範囲で低くしてください。 ホイールやジョイスティックを使って操縦する場合、WTC(Wheel Turn Compensation)オプション(Misc.メニューオプションの中にあります)が利用できます。これはCSR(単なる非直線性コントロール)とは異なる方法で動作し、ホイールターン設定と連動します。 Scawenは、ホイールターンとホイールターン補正について説明しました: 「ホイールターン」スライダーバーの意味 さて、このスライダーですが、混乱を招いているようなので、説明したいと思います。 スライダーが解決する問題は:<br> S2には、ステアリングが720度と大きく曲がるロードカーもあれば、180度とあまり曲がらないMRT5、その中間の大型のフォーミュラーカーなど、さまざまな車があります。 でも、ゲームコントローラのステアリングは、270度くらいしか回らないものが多く、こんなにいろいろな角度に設定できないんですよ。 S1では単純な「非直線性」スライダーしかなかったのですが、ハンドルの回転量が違う車を使うたびに変更する必要があり、非常に不便でした。 解決策:<br> 多くの人は、最も時間を費やす真ん中あたりで、ステアリングが正しくなることを望んでいます。ゲームコントローラのステアリングホイールの回転数が、ゲーム内の車のステアリングホイールよりも少ない場合、当然ながら、フルレンジで使用しようとすると、どんどん曲がるので、ゲームのホイールの方が多く回らなければなりません。新しい「ホイールターン」スライダーバーは、どの車を運転しているかにかかわらず、これを自動的かつ正確に実現します。 スライダーバーの設定方法:<br> 簡単です...。<br> # まず、選択したゲームカーのハンドルがどこまで曲がっているかは忘れてください。 # ゲームコントローラーのハンドル(机の上にボルトで固定されているもの)を見て、どこまで曲がっているか確認してください。例えば、Red Momo は左右に135度ずつ回るので、合計で270度。ゲームのスライダーバーに270度と設定してください。 # これだけ。他にやることなし! これで、どの車に乗っても、ステアリングを少し(例えば30度)回すと、どの車に乗っているかによらず、ゲーム内のステアリングは、机にボルトで固定されている自分のステアリングとほとんど同じ動きをします。これは、通常のレーシングコンディションにおけるフォースフィードバックに大きな効果をもたらします。 でも、ステアリングはリニアにしたいんです!<br> あなただけではありません。ステアリングが完全にリニアであることを好む人もいます。問題ありません。「その他のオプション」にある「ステアリング補正」を下げることで、ステアリングをリニアまたはよりリニアにすることができます(今のところ)。 ステアコンペンセーション 1.0 ><br> 中心部はまさにリアルだが、端のほうではゲームホイールがより動く。 ステアコンペンセーション 0.0 ><br> いつでもリアルなわけではなく、全領域で完全にリニアなのです。 ロジクール Driving Force Proのホイールは900度の回転が可能なので、すべてのクルマでリニアなステアリングを実現することができます。LFSの「ホイールターン」設定を運転するクルマのものに合わせ、コントロールパネルのDFP FFB設定で「回転角度」を同じ数値に設定するだけで、リニアステアリングを実現できます。そうすれば、ステア補正は影響を受けないはずです。付録として、各車両のロックトロック回転数のリストがあります。 ''サスペンションのモデリングが新しくなったため、以下の設定の一部がLFSで調整できなくなりました。ガレージの「View Susp」オプションで確認することができるこれらの設定値について、理解を助けとなるように、説明を残しておきます。'' === キャスターと傾斜角 === ''LFSでは傾斜角が調整できなくなりました'' Q) '''これらは何をしているの?'''<br> A) 簡単に言うと、ロックをかけると(どちらかの方向に)キャスターは、操舵された車輪に負のキャンバーを加えます。キャンバーを取り除くと考えればよいでしょう。キャンバーの説明は後述します。キャスターは傾斜と一緒に、コーナリング時に地面との接触面積を最適に保つために使われます。 傾斜角はキャスターと非常によく似ていますが、もう少し複雑です。ステアリングの量と車輪の向きの両方によって、車輪のキャンバーを変化させます。内輪(曲がるときの内側にある車輪)にはネガティブなキャンバーが付き、外輪には同じ量のポジティブなキャンバーが付きます。 さらに複雑なことに、キャスターと傾斜角(C&I)は同じ割合でキャンバーをホイールに付加するわけではありません。キャスターは直線的にキャンバーを付けますので、ホイールを1度回すごとに、それだけのキャンバーがホイールに付きます(ただし、その量はキャスターの設定に依存します)。一方、傾斜角はキャンバーを直線的に付加しません。低舵角ではわずかなキャンバーしか付加せず、ステアリングロックをかけると、1度あたりの付加量が増えていきます。もしこれがあまり明確でなければ、おそらくキャスター/傾斜角/スクラブ半径のグラフが役に立つでしょう(付録を参照)。 Q) '''どう調整すればいいの?'''<br> A)キャスター、傾斜角、フロントキャンバーは一緒に調整する必要があります。その利点は、コーナリング時に内輪と外輪の両方をできるだけフラットにできることです。しかし、LFSでは傾斜角は調整できなくなり、キャスターはレーシングカーでのみ調整できるようになりました。ただし、傾斜角は車高によって(若干)変化します。この説明の続きは、傾斜角のスライダーがあったときに書いたもので、それを変更するのは面倒なので、以下のパラグラフを読むときは、それを念頭に置いてください。 傾斜角はキャスターに比べて影響が小さいので、特にレースで使用するステアリング角(通常10度以下)では、キャスターに比べてかなり傾斜角を大きくすることになると思われます。このバージョンのLFSでは、サスペンションがボディロールに応じたキャンバーを適用しないため、現時点ではキャンバー・傾斜角(C&I)ともに非常に高い値が必要で、LFSでは現実に必要な値よりも多く必要です(ただし、これは近々変更される予定です)。より多くのキャンバー・傾斜角(C&I)が必要とされる理由は3つあります。 # ソフトなセットアップにすればするほど、ボディのロールは大きくなり、ロールを誘発するキャンバーが打ち消されることになります。 # フロントホイールのスタティックキャンバーが少ないほど、C&Iで補う必要があります。 # サーキットのコーナーが狭ければ狭いほど、ステアリングロックをかける必要があるため、C&Iによって適用されるダイナミックキャンバーの量は増えます。この場合、C&Iを減らす必要がありますが、直線的なコースではより多く(オーバルの場合、かなり多く)必要です。 もうひとつ考えられるのは、コーナーの角度が大きく変化する場合(ほとんどのサーキットがそうです。ブラックウッドなどはコーナーがかなり似ています)、同じ横Gでコーナリングすることになり(少なくともダウンフォースのない車では)、同じボディロールになるので、コーナリング中に同じ量のキャンバーを車輪につけることが理想的です。この場合、スタティックキャンバーを大きくし、ダイナミックキャンバー(C&I)を小さくすると、内輪のグリップが犠牲になりますが、全体として良い効果が得られるかもしれません。 ダウンフォースは、ここでも重要な役割を担っています。以前、サスペンションの振動数について説明したように、ダウンフォースはボディロールに影響を与えるので、キャンバーやキャスター、傾斜角を調整する必要があります(これでも十分難しいのですが...)。ダウンフォースは、ドライバーの夢であり、エンジニアの悪夢です。 サスペンションアナライザーの最新バージョンでは、C&Iタブが追加され、C&Iに関する悩みを解消することができます。ただ、実際のレースデータを見ることができるのはF1PerfViewだけなので、セッティングがうまくいっているかどうかのチェックは、F1PerfViewにお任せすることになります。 === スクラブ半径 === ''LFSでは調整出来ません'' LFSではあまり使えない設定でしたが、スクラブ半径は今でもサスペンション情報の中に表示されており、ホイールのキャンバーによって変化するため、この説明をガイドに残しました。 Q) '''これは何をするの?'''<br> A) 残念ながら、これは簡単に説明できるものではありません。混乱を持ち込むよりは引用します: ''「ステアリング軸を通り、地面/コンタクトパッチと交差する点まで3Dラインを引きます。その点からホイールの幾何学的中心までの水平方向の距離が、スクラブ半径です。」'' わかった?素晴らしい。 キャスター/傾斜/スクラブ半径のグラフを見ると、参考になるかもしれませんね(付録参照)。 Q) '''どう調整すればいいの?'''<br> A) さて、スクラブ半径には3つの条件、プラス、ゼロ、マイナスが考えられますが、順に説明します。 スクラブ半径をプラスにすると、曲がるときの抵抗になり、車を安定させることができます(よく車に「フィーリング」を与えると言われます)。スクラブ半径を大きくすると、キャスターキャンバーがわずかに減少し、傾斜キャンバーにはさらに小さな影響を与えます。 ゼロスクラブラブは基本的に車のハンドリングに影響を与えませんが、これがないとハンドリングが少しナーバスになるため、ある程度プラスのスクラブ半径が望ましいとされています。 ネガティブスクラブラブの効果を知っていると言ったら嘘になりますが、推測するに、ポジティブスクラブラブと逆の効果があると思います。つまり、カーブへの進入を促すので、直線では不安定になり、ふらつき始めることもあります。 === パラレルステア === Q) '''これは何をするの?'''<br> A) アッカーマンとも呼ばれ、ステアリングをロックすると、車輪にトーアウトがかかります(トーについての説明は後述します)。車が曲がるとき、外側の車輪は内側の車輪よりわずかに大きな回転半径を描くので、車輪の角度をわずかに変えるのが理想的であり、そのためこの設定が役立ちます。100%に設定すると、ターンの間、ホイールは完全に平行に保たれ(静的なトーが無視される)、100%以下の設定では、任意のステアリング角に対してより多くの動的トーアウトが適用されます。0%では、真のアッカーマンステアリングが動作しています。 Q) '''どう調整すればいいの?'''<br> A) 実際のレーシングカーはアッカーマンを使わないのが普通ですが、適切なセッティングをすることで、もう少しグリップが増すはずです。残念ながら、このセッティングを見つけるには時間と忍耐が必要です。最適な値を見つけるには、コーナリング中にタイヤの鳴きが変化するのを聞くのが一番です。もちろん、フロントのスタティック・トーはこの値に影響します。実際のレーシングカーがアッカーマンを使わないのは、前輪にスタティック・トーアウトを採用しているからだと思います(その理由は後述します)ので、すでにホイールは異なるラインを描いており、ダイナミックなトーアウトは必要ありません。スタティック・トーアウトを使わない場合と、スタティック・トーインを使う場合では、アッカーマンを使った方が有利な場合があります(後者の場合はアッカーマンを多めに設定する必要があり、LFSの設定画面で値を小さくしてください)。アッカーマンに影響を与える他の要因としては、トラック幅とホイールベースがあります。トラック幅が広いと、前輪がとる円弧の差が大きくなるため、アッカーマンを多く設定する必要があるのです。ホイールベースは、ステアリングロックが一定であれば、ホイールベースの長いクルマの方が大きな半径で曲がれるからです。言い換えれば、同じコーナーを曲がるのに、より多くのステアリングロックが必要になるということです。 == 車輪 == === トーイン === Q) '''これは何をするの?'''<br> A)ゼロトーは車輪が水平に平行な状態、トーインは車輪の軌道が交差しようとする状態(言い換えれば、車輪の前部が後部にわずかに近づく)、トーアウト(または負のトーイン)はトーインの反対であることです。 Q) '''どう調整すればいいの?'''<br> A) トーは車輪の角度を1度未満変えるだけでも、クルマのハンドリングに大きな変化をもたらします。この変化がどう起きるかは、トーを変えるのが前輪か後輪かによって違います。 ==== フロントタイヤ ==== 理想はトーがない状態(ガレージでは0)です。これは車輪がきれいな直線で走行するため、抵抗が最も少なくなります。しかし、トーがない場合、車輪がふらつきやすくなります(直進時に車が左右に少しずれる)。このため、トーインで安定させ、直線を維持するようにします。これは2つの不利をもたらしますが、1つ目は、タイヤの転がり抵抗がわずかに増え、クルマの速度がわずかに遅くなることです。さらに重要な2つ目は、曲がるときの抵抗が大きくなり、レースには不向きなことです。このことを考慮すると、一般車は通常、前輪にトーインを使用し、レーシングカーは通常、前輪にトーアウトを使用します。 では、なぜトーアウトなのか?トーインほど顕著ではありませんが、これも若干の安定化効果を生み出します。しかし、トーアウトにすることで前輪の進入が促され、レースでは有利になりますが、直線ではハンドリングが不安定になります。速いセットアップは運転が難しいことが多いので、速さと自分の才能の妥協点を見つけるのがベストです。直接の関係はありませんが、現代の戦闘機は、コンピューターの補助なしにまっすぐ飛ばすのが不可能なほど神経質になっているそうです。しかし、信じられないほどよく曲がります。もし、直線でクルマがふらつかないようにするのに苦労しているのなら、トーインが必要かもしれませんね。 ==== リアタイヤ ==== 後輪でも、トーがゼロであることは理想的なセッティングですが、後輪のトーはハンドリングに大きな影響を与えます。しかし、前輪とは異なり、後輪のトー設定は駆動方式に依存します。 FF車の場合、トーアウトを選択するのが一般的です。FF車の場合、アンダーステアは戦力不足になるので、オーバーステアになるようにセットアップする必要があり、トーアウトを使うとターン中にリアが少し回るようになります。少量のトーアウト(ネガティブトーイン)でも大きな違いが出て、ガレージで0.3設定しただけでも大きすぎるかもしれません。多くのセッティングでは、後輪のトーインが小さく、それをサスペンションのセッティングで補っているような気がします。サスペンションのセッティングをよりニュートラルにし、トーイングを大きくすることで、オーバーステアがより自然になるように思います。ただし、やりすぎるとブレーキング時にリアがふらふらすることがあります。 FR車の場合、トーアウトはあまり良いアイデアではありません。FR車はパワーがかかるとオーバーステアになりやすいので、後輪をトーイングアウトするとオーバーステアが顕著になり、パワーをかけるのが非常に難しくなります。そこで、必要なのがトーインです。トーインが大きいほど、パワーがあってもなくても、耐オーバーステア性が強くなる。車種にもよりますが、0.5くらいまでなら大丈夫だと思いますし、リアエンドを本来あるべき位置に保つことができます。また、トーが大きくなるとタイヤの温度が上がり、タイヤの磨耗が早くなります。 === キャンバー調整 === Q) '''これは何をするの?'''<br> A) キャンバーがないと車輪が垂直方向に平行になり、キャンバーがつくと車輪の底面が上面に近づき、逆にキャンバーがつくと上面が底面に近づきますから、ある意味トーと似ています。しかし、その効果はトーとはまったく異なります。キャンバーの目的は、コーナリング時のコンタクトパッチをフラットに保つ(つまりできるだけ大きくする)ことです。キャンバー調整値は、ホイールのキャンバーではなく、キャンバー調整スライダーの右側に表示されるライブキャンバー値です。常にこの値を見ておく必要があります。また、この値はコーナリング中に変化するので、ガレージにいるときよりもレース中にライブキャンバーを分析する方が良いことに注意してください。レース中(またはリプレイ中)にShiftLを押すと、ガレージの外でもこの情報を見ることができます。 Q) '''どう調整すればいいの?'''<br> A) 各車種のサスペンションシステムの多くは、ボディロール時にキャンバーを付加していますが、ボディロールを打ち消すには十分ではありません。サスペンションの設定にもよりますが、コーナリング中のタイヤのキャンバーは通常フラットにはなりませんので、キャンバー調整でフラットにするのが理想的です。LFSでは、タイヤの磨耗と荷重のライブ情報(車内でF9を押す - この画面の説明は付録にあります)が便利で、タイヤのどの部分に最も荷重がかかっているかを確認することができます。これらのバーが等しいとき、タイヤは地面に平らになっています。このシステムのもうひとつの利点は、コースのキャンバー(雨天時にコース上に水がたまるのを防ぐために、ターマックの表面はしばしば湾曲している)をあまり気にする必要がないことです。ただし、コーナーごとに大きく異なる場合は、すべてのコーナーでタイヤを完全にフラットにはできないので、ある程度の妥協は必要です。 また、キャンバー調整には、タイヤの摩耗も考慮する必要があります。短い距離のレースでは、コーナーでタイヤをフラットにするのが一番速いのですが、長い距離のレースでは、コーナーとストレートの組み合わせで、片側のタイヤがより磨耗してしまう可能性があります。定期的なタイヤ交換を避けたい場合(タイヤの片側が早く熱くなり、タイヤの摩耗が進み、グリップが低下する)には、キャンバーアジャストでタイヤ幅を均等にする必要があります。このセッティングは、コーナリング中にフラットなタイヤと同じようなセッティングになるでしょう、ほとんどの場合いずれ摩耗してそうなるのです。 とはいえ、やはり気になるところ。特にLFSのタイヤは、荷重よりも熱に敏感なようです(コーナリング中のフラットキャンバーなど)。 また、直進時のキャンバー量もブレーキングに影響します。タイヤの扁平率が低いとグリップ力が低下するので、減速しにくくなります(ただし、キャンバー量が多くない限り、この影響はかなり小さいです)。 さらに、前輪だけが複雑なのですが、前輪は操舵されているので、キャスターと傾斜という形でダイナミックキャンバーもついています(先に説明)。つまり、半径の異なるコーナーでは、前輪のキャンバーが異なるということです。 === トレッド === ''LFSでは調整できません。'' スライダーで調整することはできませんが、車高やキャンバーによって軌道は多少変化します(そのためバンプも変化します)。さらに言えば、フロントとリアで異なるので、特にサスペンションをセットアップする際には、その影響を知っておく必要があります。というわけで、以下のような説明をガイドに残しました。 Q) '''これは何ですか?'''<br> A) トレッド幅は単純に、左右のタイヤの距離のことです。 Q) '''どう調整すればいいの?'''<br> A)簡単に言うと、トレッドが広ければ広いほどグリップが増すということです。リヤのトレッドを広くすればアンダーステアが出やすくなると思うでしょう。しかし、路面幅を広げるとリアの転がり抵抗が大きくなり、サスペンションのチューニングで話したように、オーバーステアが強くなってしまうのです。だから、理想をいえば、車幅を最大にして、フロントかリアの車幅を少し小さくして、クルマのバランスを調整するのがよい。 しかし、トレッドを大きくすると、(車幅が大きくなりすぎる以外に)ひとつだけデメリットがあります。これは直進安定性を低下させる。特にUF GTRは、足元がとても四角いんです。 == ファイナルギア == === ファイナルギアレシオ === Q) '''これは何をするの?'''<br> A) 自動車のエンジンは、車輪を直接駆動するにはクランクシャフトの回転速度が速すぎるため、車輪の回転速度を適切に下げるために歯車による減速が行われる。これは車輪のトルクを倍増させる効果もあります(パワーには影響しません。トルクに回転速度をかけたものがパワーなので、トルクを2倍にすると回転速度も半分になり、パワーは変わりません)。 Q) '''どう調整すればいいの?'''<br> A) 非常に簡単で、サーキットで一番長いストレートの終わりに、トップギアでエンジンの回転数が最大になるように設定します。数値が高いほど減速度が高くなり、特定のギアでどの速度でも回転数が高くなります。その結果、より大きなトルクが得られ、より大きな加速が得られます。 また、それぞれのギア比の効果は掛け算になるので、それぞれのギア比を意識したチューニングが必要です。一つのコースで個々のギア比を思い通りに設定し、異なるコースでのトップスピードの変化に応じてファイナルドライブレシオを調整するのが最も有効な方法です。 === フロント/センター/リア ディファレンシャルタイプ === Q) '''何をするものなの?'''<br> これらは一つずつ説明するのが一番です。 '''ロックデフ (本質的にはデフ機構が存在せず、ダイレクトドライブとも言われる)'''<br> クルマがコーナーを曲がるとき、外側の車輪は内側の車輪より少し長い距離を走り、前後輪も少しずつ違う距離を走るので、実は4輪とも違うラインでコーナーを曲がります。ダイレクトドライブ方式では、駆動輪がすべて固定されているため、同じ速度で回転しなければならない。当然、最も遠くまで回らなければならない車輪がスリップし、抵抗となる。つまり、スリップした車輪がブレーキ効果を発揮し、車の外側を減速させ、車をまっすぐにしようとするため、車はあまり曲がらないのです。 二輪駆動システムでは、操舵輪(つまり非動力輪)を連結することは通常ないため、この問題は多少軽減される。もちろん、複数のモーターを使わないで駆動輪を連結することはできないので、ディファレンシャルという解決策が必要になる。 '''オープンデフ'''<br> ディファレンシャルの最もシンプルな形は、オープンディファレンシャルです。これは、車輪が異なる速度で回転することを可能にする装置です。コーナリング時のタイヤスクラブの問題を解決します: 一方のホイールのグリップが他方のホイールより低い場合、一方のホイールが空転することを可能にします。コーナリング中に車重が移動すると、外側の車輪のグリップ力が増すため、この現象が発生します。一旦空転すると抵抗が少なくなるので、グリップを回復するかパワーを落とすまで空転し続けることになる。また、オープンデフは両輪に均等にトルクを与えるので、抵抗のない車輪にはトルクがかからず、グリップのある車輪にはトルクがかからず、加速が損なわれます(まさにレースで起きてほしくないことです)。私の知る限り、自動車レースでオープンデフが使われることはなく、何らかの形でLSDが使われているようです。 LSDシステムの唯一の欠点は、デフに送るトルクが大きすぎると、両輪が同時に回転してしまい、片側のグリップが低下してしまうことで、駆動レイアウトの違いによるハンドリング特性がはっきりと出てしまう。LFSには2種類のLSDがあり、どちらも可変ロッキングの性質を持っています。 '''機械式LSD(クラッチパックLSD)'''<br> 片方の車輪がすべてのトルクを得るのを防ぐ簡単な方法は、ドライブシャフトの間にスプリングとクラッチを設置し、2つの車輪が同じ速度で回転するようにすることです。つまり、両輪のトルク差がクラッチの摩擦に打ち勝つほど大きくなければ、異なる速度で回転させることはできないのです。プラス面では、これはパワーをより効果的に地面に伝えることができることを意味しますが、ロックされたデフの問題が再び発生し始めます(明らかにレベルは下がりますが)。 また、クラッチ式LSDには様々な種類がありますが、LFSに採用されているのはプログレッシブLSD とかSalisbury LSD と呼ばれるものです。これは、デフにトルクがかかるとデフがよりロックしてしまうというものです。 '''ビスカスLSD'''<br> クラッチを使う代わりに、ビスカスカップリングというものがあります。動作原理は省略しますが、基本的にビスカスカップは速度に敏感で、ある車輪が他の車輪より速く回転すればするほど、遅い方の車輪にトルクが伝達されます。つまり、ビスカスデフにはロック係数がなく、無段階に変化し、片方の車輪が滑り始めるまではオープンデフのように作動し、その後徐々にロックが強くなっていくのです。そのため、一時的にではありますが、片輪を回転させることが可能です。このため、ビスカスデフは、クラッチ式デフのようなロックデフの問題を再提起することはありません。しかしながら、パワーを地面に落とす効果は低く、また足で直接コントロールできない可変性のため、車のハンドリングが予測しにくくなる可能性があります。 ディファレンシャルの仕組みについて、より専門的な情報をご覧になりたい方は、http://www.howstuffworks.com のディファレンシャルの記事をご覧になってください。また、様々な種類のディファレンシャルに関する情報をここに掲載しています: http://forum.rscnet.org/showthread.php?t=215699. Q) '''どれを選べばよい?'''<br> これはとてもシンプルな選択です。ロック付きディファレンシャルは、コーナリングを伴うタイプのレースには不向きですが、パワーハンドリングには最適です。このため、ドラッグレースには理想的ですが、それ以外では避けた方が無難です。オープンデフは、エンジンのトルクが非常に小さく、片輪が空転することが稀で、あまり問題にならない場合にのみ、LSDの代わりに使用します。ビスカス式LSDは、非常にタイトなサーキットや、あまりパワーのないエンジンに適しています。しかし、十分なパワーがあれば、クラッチパック式LSDのメリットはデメリットを上回ります。 === フロント/センター/リア ディファレンシャルスリップリミット === Q) '''何をするものですか?'''<br> A) 選択されたLSDの種類によって、さまざまなオプションが用意されています。ビスカスデフの場合、液体の粘度を調整し、トルク伝達の速度を変化させます。クラッチ式デフの場合は、デフのロックによってホイールスリップ時のトルク伝達量を変化させ、パワーとコーストで別々に調整することが可能です。 ''注:XF GTiとXR GTでは、セットアップの簡略化のため、クラッチ式デフのロック量はパワー側とコースト側で等しくなっています''。 Q) '''チューニングの方法を教えてください'''<br> A) LSDの種類によって異なりますので、分けて説明します。 '''ビスカスカップリング'''<br> よりシンプルな、このタイプから説明します。ここで変えられるのは、カップリング内の液体の粘度だけです。高めに設定すると、片方の車輪がもう一方の車輪と異なる速度で回転し始めると、より早くロックするため、ホイールスピンが目立たなくなり、パワーを地面に伝えやすくなる。デフの設定値が高すぎると、FR車の場合、後輪が抜けやすくなりますが、同時に抜ける閾値も高くなります。FF車の場合は、アンダーステアが強くなるので、デフセッティングに対する抵抗性が高く、それを抑えるようなセッティングが必要です。ビスカスデフは、低出力のFR車にのみ使用するのがベストです。 '''機械式LSD(クラッチパックLSD)'''<br> ここで設定できるのは、パワーとコーストの2つのロックファクターです。パワー ロックファクターはエンジンからタイヤへトルクを伝達する際のデフのロック量、コースト ロックファクターはタイヤからエンジンへトルクを伝達する際のデフの挙動を制御します。この2つ目の状況は、エンジンブレーキ時、および車両を加速させるのに必要なスロットル量よりも少ないスロットル量のときに発生します。そのため、コースト設定を高くすると、ブレーキング時に片輪がロックする可能性が低くなり、リフトオフ時のオーバーステアが車のバランスに与える影響も小さくなります。同様に、パワーの設定を高くすると、パワーで片輪が空転する可能性は低くなりますが、FR車ではパワーオーバーステアが強くなります。目安としては、パワー側を低く、コースト側を高くすると運転しやすく、パワー側を高く、コースト側を低くすると速くなる、というように、自分の技量や好みに合わせて調整してください。 FF車の場合、パワー側のデフをロックさせると、外輪にトルクが伝わるので、より速く走ろうとし、ターンインが増えるというちょっと変わった性質があります。つまり、パワーアンダーステアは起こりづらく、FF車ではパワー側のロック値にとても大きな値を使うことは普通です。 また、付録のトルク伝達グラフを見れば、滑っていない方の車輪(コーナリング時の外側の車輪)にどれだけトルクが伝達されるかが分かります。 '''プリロード'''<br> プリロードを大きくすればするほど、「パワーオン」から「エンジンブレーキ」(またはその逆)へ変化するときに、ロックデフのような挙動を示すようになります。プリロードのないクラッチパックLSDは、トルクが作用しないと(オープンデフと同様に)完全に開いてしまうので、LSDの安定効果に頼っていると、非常に悪い影響を与えることになります。 そのため、主にコーナーに向けてブレーキングした後の、まだほとんどスロットルを踏んでいない短い時間(デフにニュートラルな負荷がかかっている状態)に影響が出ます。その状態でクルマがオーバーステアになるようなら、プリロードを追加してください。もし、曲がりにくくてずっとアンダーステアになってしまうようなら、プリロードを抜いてください。 === フロントトルクバイアス === Q) '''これは何をするものですか?'''<br> A) AWD車でのみ使用可能で、前輪に送るトルクの割合です。例えば75%に設定すると、75%のトルクが前輪に送られ、残りの25%が後輪に送られることになります。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) これは、あなたがどのように車を運転するのを好むかによります。FF車のようにパワーアンダーステアが好きなら、前輪に40%以上のトルクを送るようにし、逆にFR車のようにパワーオーバーステアが好きなら、前輪に25%以下のトルクを送るようにします。本当のAWDは、コンピュータ制御の電子制御デフを搭載している車を除いて、前輪に25%~40%のパワーを送る傾向があります。AWDの本当のメリットは、パワーがあってもニュートラルであること(つまり、アンダーやオーバーステアがないこと)と、タイヤの温度が一定であることだと私は考えています。パワーのあるクルマほど、前輪に送るパワーの割合を少なくして、ニュートラルな状態を保つことができる。スーパーカーの多くがFRにこだわる理由のひとつは、ほんのわずかなパワーを前に送るために、重量と複雑さが増すことに見合わないからです。パワースケールの最上位(ここでは600bhpを超えるパワーを指している)では、AWDが再び好まれる傾向にある。2つのタイヤだけでは、そのトルクに対応できないため、AWDはホイールスピンを防ぐために使われ、賢い電子制御によって大きなパワーアンダーステアを防ごうとしています。現在、AWDのクルマは2台しかないので、具体的に紹介しましょう。RB4 GTはトルクバイアスを約35%に、FXO GTRは約25%に設定するとうまくいきます(フロントタイヤが扱えるパワーは限られているので、パワフルなクルマほどバイアスを低くすべきです)。 === 個別ギア比 === Q) '''ギヤは何のためにあるのですか?'''<br> A) 内燃エンジンは回転数が高いときにパワーを発揮するので、ギアが1枚だけでは低速での加速が悪くなります。もちろん、引き離すだけでクラッチが焼けてしまうのは言うまでもない。多段ギヤにすると、低速域のトルクが増して加速がよくなりますが、エンジンはそれほどは高回転まで回らないので、ギヤチェンジが必要になります。ギアチェンジをしている間は、加速していないことになります。そのため、適切なギヤ段数を選ぶことが重要なのです。そのため、レーシングカーは6か7くらいの枚数を使い、一般車もそれに近い枚数を使っています(少なすぎると加速が悪くなり、多すぎるとギアチェンジの回数が増え損失が多くなり、さらにギアボックスが重くなったり複雑になったりします)。レシオを上げるとギアが短くなり(そのレシオで到達可能な最高速度が下がるため)、レシオを下げるとギアが高くなることが知られています。 Q) '''どのようにチューニングすればよいのですか?'''<br> A) 個々のギア比を設定する際に、いくつかの点を考慮する必要があります。まず、本当にすべてのギアが必要なのでしょうか?最高速度がかなり低いトラックでは、頻繁にギアを変更する必要があり、すべての比率が非常に近いと感じるかもしれません。このような状況では、トップギアを使わない、あるいはトップから2枚を使わないことでタイムが上がるかもしれません(サウスシティ・スプリント・トラック2のような場合)。使用可能な最大ギア数より少ない場合、使用しないギアをその前のギアと同じ比率に設定し、自動ギアリング補助機能がそれ以上変更しようとしないようにするのがベストです(使用した場合)。 まずトップギアをトップスピードに合わせるのがベストです。しかし、ここで少し複雑なことがあります。最高速度が車両の最高速度でもあるコースでは、エンジンがピークパワーを出す回転数と同じ回転数で最高速度に到達したいものです。最高速度に比例して、到達可能な最高速度も低くなっていくので、エンジン回転はピークパワーの回転数をどんどん超えていくようにしたい。ただし、あまり短すぎるとエンジンにダメージを与えるので、ほどほどに。 次に、1速の扱いです。1速はできるだけ高くして、離脱するときにエンジンが詰まらないようにします。また、トルクの掛け算を減らすことで、ホイールをスピンさせる可能性を減らし、クリーンな発進を維持し、オフ・ザ・ラインでの加速に最適です。 最後に、ギアを適切に配置する必要があります。各ギヤ比の差は、ギヤを上げるごとに小さくなっていくはずです(つまり、ギヤを上げるごとにエンジン回転の低下が少なくなっていく)。コーナーでブレーキングを始める2秒前にギアチェンジが必要であったり、コーナーから加速し始めるとすぐにギアチェンジする必要があるのは好ましくありません。 ここで私が作った Gear Ratio Calculator が役に立つかもしれません。入力したギヤ設定に基づき、速度、ホイールトルク、その他さまざまな情報を(数値とグラフの両方で)表示できます。あまり正確ではありませんが加速時間の推定も表示され(今後改善される予定)、ないよりは参考になります。 [[image:Gear1.gif]] エンジン回転数-車速グラフの例と、インギアホイールトルクカーブの例。 [[image:Gear2.gif]] == タイヤ == === 種類 === Q) '''これらは何?'''<br> A) LFSのタイヤには、このようにさまざまなトレッドパターンが用意されています。レーシングカーではコンパウンドの違いもあります。トレッドパターンの違いによって、路面へのグリップが異なるので、そのコースに最適なタイヤを選ぶことが、最高のグリップとハンドリングを得るために重要なのです。また、コンパウンドの違いにより、路面へのグリップや摩耗が異なるため、レースの長さやピットストップの制限によっては、異なるタイプのタイヤを選択する必要があります。 Q) '''どれを選べばいいの?'''<br> A) 今のところ、これはかなり簡単なことなのですが、タイヤの選択は車のクラスによって異なります。 '''ロードカー'''<br> 「ロードスーパー」は、ドライターマックでは「ロードノーマル」よりも少しグリップが高いので、特に迷うことはありません。「ロードノーマル」はトレッドの摩耗が少ないので長持ちしますが、「ロードスーパー」は燃料が満タンになれば長持ちするので、燃料補給の際に同時に交換した方が良いでしょう。 「ロードノーマル」は、理論的にはウェット路面でのハンドリングが良くなるはずだが、天候の影響が出るのはまだ先なので、今のところメリットはない。ラリークロスでは、「ハイブリッド」か「ノブリー」のどちらかを選択することになる。ダート区間では若干遅くなりますが、ターマック区間ではスピードが出ますので、ハイブリッドタイヤがベストだと思います。ただし、ドライビングスタイルによっては、「ノブリー」タイヤのほうが速く走れるかもしれないので挑戦してみてください。 ロードノーマル "タイヤの使い道としては、パワフルなクルマのドライビングを習得することが挙げられます。ノーマルタイヤをFRなら前輪に、FFなら後輪に装着すると、パワーオーバーやアンダーステアの傾向が大幅に緩和され、運転がしやすくなります。ただし、コーナリング速度が落ちるので、サーキット走行では遅くなります(全車輪ベストタイヤの場合よりラップタムは決して良くはなりません)。クルマに慣れるためのアイデアですが、クルマの操作に慣れると、全車輪に「スーパー」タイヤを履いたほうが速くなります。 ただし、「ロードノーマル」は「ロードスーパー」よりも最適温度が低い。UF1やXFG、XRGのような低速のクルマに "ノーマル "を装着するのは、"スーパー "よりも良い選択です。なぜなら、これらのクルマは最適なラインを走行しながら、"ノーマル "の温度を上げるほど速くはないのですから。 '''レースカー'''<br> LFSでは4種類のスリックコンパウンドが用意されているが、3種類以上のスリックコンパウンドを装着できるマシンはありません。4種類とはR1(最も柔らかい)からR4(最も硬い)です。柔らかいタイヤはグリップが高いですが、摩耗が早く、硬いコンパウンドはその逆です(正確な数値は横の表G「C」を参照)。最適なコンパウンドかどうかを判断するには、タイヤの温度を見るのが効果的です。最適な温度に近ければ近いほど、良いということになります。タイヤの温度がなかなか上がらない場合は、柔らかいコンパウンドを、数周でオーバーヒートするようであれば、硬いコンパウンドを試してみてください。 グリップを高めるためにタイヤを交換すると、より大きな力がかかるため、車体のロールが大きくなります。そのため、粘りのあるタイヤには、硬いサスペンションと高い車高の組み合わせが必要になることが多いです。 === 空気圧 === Q) '''これは何をするの?'''<br> A) タイヤの空気圧は、荷重によるタイヤの変形、地面との接触面積、車のハンドリングに影響を与えます。 Q) '''どう調整すればいいの?'''<br> A)タイヤの空気圧が低ければ低いほど、接地面積が大きくなり、路面の小さな凹凸をすべて見つけることができるため、より多くのグリップが得られるはずです。実際、トップフューエルドラッグスターのタイヤは、非常に粘着性が高く(しかし摩耗が速い)、6.0gまで引き上げることが可能です。このようなタイヤは、ドラッグストリップで3回ほどしか使えません(1マイル未満の加速です)。タイヤ圧が低いと転がり抵抗が大きく(そのため発熱が早い)、摩耗が早いので、頻繁に交換する必要があります。 タイヤ空気圧が高いと、コーナリング時にタイヤがたわみにくく、コントロールしやすくなり、ハンドルを切ってからタイヤが動くまでのタイムラグが少なくなります。通常使用するタイヤ空気圧はこの程度です。しかし、温度やトレッドの磨耗を考えると、このタイヤ空気圧の最適範囲はかなり狭いのが一般的です。空気圧が高すぎるとタイヤの中央部が最も早く摩耗し、低すぎるとタイヤの端部が最も早く摩耗します(サーキットでは左右のコーナーがあるため、どちらかの端部が多く摩耗します)。また、空気圧が高いほど発熱が遅く、同じドライビングスタイルであれば、レース中は一般的に低い温度で走ることになる。そのため、タイヤが最適な温度に近づくように空気圧を調整する必要がある。 また、タイヤの空気圧が低いとハンドリングが悪くなるので、空気圧を高めに設定した方が良いということも指摘しておきます。 LFS Gear Ratio Calculatorは、タイヤの変形やコンタクトパッチの情報も提供してくれますが、空気圧を調整するのにはあまり役に立ちません。 == ダウンフォース == === フロント/リアウィング角度 === Q) '''これらは何をするの?'''<br> A) とても単純です。大きな角度をつけると、ダウンフォースが増加する代わり、ドラッグ(抵抗)が増えます。正確にどのくらいの値となるかはスライダの隣に表示されています。 Q) '''どう調整すればいいの?'''<br> A) ダウンフォースがもたらす主な効果は、チューニングする上でとてもシンプルです。タイヤにかかるダウンフォースの増大は、グリップの増加をもたらしますが、通常それに伴う余分な質量は発生しません。そのため、コーナーリングをより速くすることができます。翼角を大きくすればするほど、コーナリングは速くなる。しかし、ウィング角度が高くなると、車の抵抗が増え、加速と最高速度が低下する。LFSギヤ比計算では、ダウンフォースの設定によるグリップの向上と最高速の低下を表示しています。 ダウンフォースを強くしすぎると、ストレートでのスピードの低下が、コーナーを速く回ることによるタイムアップを上回ってしまうので、バランスを取る必要があります。 残念ながら、バランスをとるには試行錯誤するしかありません。一般的には、高速サーキットであればあるほど、ダウンフォースは小さくしたいものです。 しかし、ダウンフォースの副次的な影響はもっと複雑で、次のようなものがあります: * スピードに応じた重量配分の変化(フロントとリアのウィングの角度が重要になる) * スピードに応じたスプリングの振動数の減少(必ずしも前後均等ではない)、これはスピードに応じたボディのロールの増加を意味し、ダンピングの設定がより複雑になります。 * 速度が上がると車高が下がる(地面に接しないことを確認要) * 速度が上がるとタイヤの変形が大きくなる(ギアリングやタイヤ空気圧に影響する) * グリップを最大限に生かすためのブレーキセッティングの変更 これらのことは、それぞれのセクションで説明していますが、ダウンフォースによって変化する重量配分は、バネレートが固定されている分、クルマのバランスに影響を与えるので、改めて説明します。高速走行時にアンダーステアが強くなるようであれば、リアウイングの角度を小さくするか、フロントウイングの角度を大きくする。同様に、高速走行時にオーバーステアになるようであれば、逆の操作を行ってください。 ゲーム中には表示されませんが、Gear Ratio Calculator に組み込まれているので、簡単にエアロバランスを調整することができます。 ニュートラルな空力バランス(速度に応じてアンダー/オーバーステアが増加しない)を保つには、上のスクリーンショットの「空力分布」が、クルマの重量分布(情報タブに表示)と等しくなるようにします。極低速では「力配分」が重量配分と等しくなるので、これでタブを切り替える手間が省けます。 [[image:Downforce.gif]] {{Guides}} <!-- 他言語へのリンク --> [[de:Erweiterte Setup Anleitung]] [[it:Guida al Setup Avanzato]] [[en:Advanced_Setup_Guide]] 167908406b00af56aca67f27daeba029ae40fa0f テクニカルリファレンス 0 1454 2534 2448 2022-07-30T12:49:57Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki == ステアリングとサスペンションのメカニズム == === ステアリングジオメトリ === "フロントアライメント"とは、車輪とサスペンションとステアリングの関係のことを指します。これらの関係はステアリングジオメトリと呼ばれる角度を使って計算されます。この角度には、キャンバー角、キャスター角、キングピン傾斜角があります。このページでは、これらの角度の定義とその働きをカバーします。 === キャンバー角 === [[image:Camber.gif|thumb|キャンバー角]] 車両を前から見たときに、タイヤが傾いている角度のことをキャンバー角といいます。この角度は車両に積んだ荷物などの重さや、サスペンションの動きによって変化します。 前から見たときに、タイヤの上部が外側に傾くようなキャンバー角のことをポジティブキャンバーといいます。反対に、内側に傾くようなキャンバー角のことをネガティブキャンバーといいます。 ホイールの中心を通る線と、上下にまっすぐ引いた2本目の線によって示されます。タイヤと路面が接する部分で交差するようにします。キャンバーは方向制御角であり、タイヤ摩耗角でもある。元来、道路は高いクラウン、つまり中央部が高く、側面に向かって下り勾配になるように造られている。そのため、タイヤが路面に正対するためには、大きなキャンバーが必要であった。タイヤが路面に正対していないと、片側が摩耗し、積極的なステアリング操作のためのグリップが得られないからである。しかし、最近の道路はクラウンがほとんどなく平らに作られているので、その分キャンバーが少なくて済む。平坦な道であっても、一般にある程度のキャンバーはあった方がよい。タイヤと路面の接点が、ステアリングナックルピボットの直下により近くなるからである。これにより、車輪が回転しやすくなり、車輪がバンプに当たったときに車両のサスペンションやステアリングリンケージに伝わるロードショックの量を減らすことができます。また、大きなインナーホイールベアリングにほとんどの負荷がかかります。このような悪い影響を避けるために、車両の設計時にはキャンバー量を慎重に検討する必要があります。タイヤを手で転がしたことがある人なら、コーナーを曲がるのにタイヤを曲げなくてもよいことをすぐに理解できるだろう。タイヤを片側に傾ける(キャンバー)だけで、まるで円錐のようにコーナーを曲がっていく。下図は「ポジティブキャンバー」です。左側にクルマの垂直方向の中心線が見えますが、この中心線からホイールが数度傾いています。もし、ホイールが垂直方向から内側に傾いている場合は、「ネガティブキャンバー」と呼ばれます。 ポジティブキャンバーは、クルマの重さを補うものです。クルマが前進し始めると、クルマの重さでホイールが完全に垂直になるように引っ張られます。もし、ネガティブキャンバーでアライメントを調整すると、車輪はさらに車側に引っ張られることになります。 === キャスター角 === When viewed from the side of the wheel, the caster angle is the degree to which the kingpin or ball joint tilts forward or rearward in relation to the frame Like the camber angle, the caster angle is also measured in degrees. It is shown by a line drawn straight up and down, as in the figure and then a second line drawn through the centre of the kingpin or pivot points. The caster angle is the angle formed at the point where the two lines cross, as viewed from the side of the vehicle. A good example of caster is a bicycle. The fork is tilted backward at the top. A straight line drawn down through the front-wheel pivot or kingpin would strike the ground ahead of the point where the tyre contacts the road. A wheel mounted in this fashion is said to have positive (+) caster or “just” caster. If the top of the kingpin is tilted forward so that a straight line drawn through it hits behind the point where the tyre contacts the ground, the wheel is said to have negative (–) caster. On a vehicle with axle suspension, caster is obtained by the axle being mounted so that the top of the steering knuckle or kingpin is tilted to the rear. On a vehicle with independent suspension, the upper pivot point (ball joint) is set to the rear of the lower pivot point. Caster is a directional control angle, but not a tyre wearing angle. Positive caster causes the vehicle to steer in the direction in which it is moving. This is called an automatic steering effect; for instance, the forward momentum of a vehicle tends to keep wheels with positive caster in the straight-ahead position. After rounding a turn, this causes the wheels to return to a straight-ahead position when the driver releases the steering wheel. This automatic steering effect is also called self-righting or self-centring action. Positive caster makes the turning of the steering wheel more difficult, whereas negative caster turns more easily, but will cause the vehicle to wander. Caster is the tilting of the front steering axis either forward or backward from vertical as viewed from the side of the car see below. When the axis is tilted backwards from vertical, caster is said to be positive. Positive caster creates a trailing action on front wheels. When the axis is tilted forward, caster is negative, causing a leading action on front wheels. === ステアリング軸の傾斜 === This is the geometric relationship between the Ball Joints and the wheel. Note: The lower ball joint is farther out from the centreline of the car than the upper ball joint. By drawing an imaginary line between the ball joints and measuring the angle this makes with the true centreline of the wheel, you can determine the angle of steering inclination or the angle the ball joints incline away from centre. The angle of the inclination provides a number of benefits to steering. It increases tyre life, When turning a corner it increases the rate of recovery... When the car is moving forward it makes the steering more stable, but increases the effort required to move the steering wheel. Tracking: The greatest effect steering axis inclination has on the car is tracking. This is the tendency for the car to go where the front is pointed. This is the result of what happens when the steering knuckle moves. Because of the angle of inclination, when the steering knuckle turns, it tends to lift the car. The weight of the car forces the axle (Steering knuckle) downward or back into a straight or horizontal angle. This pulls the wheel / tyre back into a line with the body of the car. The car continues the same way it was going. === ショックアブソーバー === いくつかの背景となる情報がこれが何なのかを理解する助けとなるでしょう。 Although not a spring in itself, shockies are an integral part of the spring action, damping the actions of the actual spring, shock absorbers are exactly that, they are devices designed to absorb the shock or bounce generated by bumps. They reduce the action and reactions to fewer contractions and expansions of the coil. This helps to prevent the car from “floating” or the bouncing motion after it hits a bump. If we have no shock absorbers attached to each wheel to control the compression and expansion of the coil spring, the spring would keep bouncing up and down like a rubber ball till all the energy had been dissipated. A shock absorber is filled with fluid or gas, a plunger connected to the top of the shock, is forced down when the spring compresses. Through a series of valves, the fluid in front of the plunger is forced into side chambers, slowing or damping, the return of the spring. Its this alternating up and down motion of the plunger that provides the required damping effect. === スプリング=== 現代の車に使われているスプリングには4つの基本的な種類があります: * コイルスプリング * トーションバー * エアスプリング * リーフスプリング ここでは、LFSのモデルに最も近いと思われるコイルスプリングについて解説します。コイルスプリングはとても長い間使われてきたもので、現在最もよく使われる種類のスプリングです。リアサスペンションにも使われるようになってきました。 Coil springs are specially made from spring steel and heat treated to temper or add spring and strength to them. They are fitted between the frame of the car and a bracket or recess on the suspension member or part of the axle. Front wheel drive cutaway showing the coil spring supports and bump stops and other parts. === スタビライザーバー === Or sway bars as we sometimes call them are not really springs but act as though they were springs. And help in controlling spring action. Confused? Lets look at the diagram and the explanation in more detail. Sway bars reduce body roll on cornering, perhaps it’s best to describe them as a kind of torsion bar. They reduce some of the twisting action of the frame. When the car moves down the road with the frame level, the stabilizer bar is at rest. When one side of the frame of the car rises up, like when it hits a bump, the opposite side of the frame rises also. This movement is counteracted by the stabilizer bar. The lifting force on one side cause the stabilizer to twist like a torsion bar, creating a downward force at the opposite side. This helps to keep the frame level. Okay, some of the above is confusing and misleading, I don't want to completely remove it though, so I'll just make my own explanation of how I understand a stabilizer bar to work. A stabilizer bar is a torsion bar (spring) which transfers load from one side of the vehicle to the other. For example, on entering a left-hand corner, the car will lean to the right and compress the spring on the right of the vehicle. The stabilizer bar is lifted on the right-hand side, and transfers some of this lift (depending on its stiffness) to the left-hand spring, compressing it, which acts to reduce the amount of body-roll. When travelling in a straight line, a stabilizer bar is actually useless, as a bump that only one wheel hits will transfer to the other side as well, which isn't really helpful. However, when travelling in a straight line, handling isn't a problem, so it's a small price to pay for better cornering. === IFS (独立フロントサスペンション) === Control Arm or Independent Front Suspension allows the two wheels to move up and down independently of each other the diagram above shows how the wheel can move up and down yet not move the frame allowing the tyre to have a level, full contact area. This is the most common form of front suspension in modern cars and the method LFS is likely modelled upon. Solid axles are generally used in Vintage and Veteran cars and some larger trucks. The solid axle as shown in the other diagram behaves in the opposite way. I.E. When a tyre hits a bump the whole axle and the frame will lift up, Tilting the opposite wheel and allowing the tyre to lose some contact with the road surface. McPherson Strut type front suspension is a somewhat different approach using a control arm method. You will see there is no upper control arm present. Everything else is there: Spring, shock stabilizer and the torsion rod. Being lighter than a normal approach its ideal for smaller cars. With the heavy duty shock and lighter spring the upper control arm is no longer needed. == サスペンション形式 == === マクファーソンストラット === [[Image:Susp3.gif|マクファーソンストラット]] === トレーリングアーム === [[Image:Susp2.gif|トレーリングアーム]] === ダブルウィッシュボーン === [[Image:Susp1.gif|ダブルウィッシュボーン]] {{Guides}} <!-- 他言語へのリンク --> [[en:Technical Reference]] [[de:Technische Referenz]] 97c0b3fabfbf862e9ab131c7d15d3395769578ef 2535 2534 2022-07-30T13:11:46Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki == ステアリングとサスペンションのメカニズム == === ステアリングジオメトリ === "フロントアライメント"とは、車輪とサスペンションとステアリングの関係のことを指します。これらの関係はステアリングジオメトリと呼ばれる角度を使って計算されます。この角度には、キャンバー角、キャスター角、キングピン傾斜角があります。このページでは、これらの角度の定義とその働きをカバーします。 === キャンバー角 === [[image:Camber.gif|thumb|キャンバー角]] 車両を前から見たときに、タイヤが傾いている角度のことをキャンバー角といいます。この角度は車両に積んだ荷物などの重さや、サスペンションの動きによって変化します。 前から見たときに、タイヤの上部が外側に傾くようなキャンバー角のことをポジティブキャンバーといいます。反対に、内側に傾くようなキャンバー角のことをネガティブキャンバーといいます。 ホイールの中心を通る線と、上下にまっすぐ引いた2本目の線によって示されます。タイヤと路面が接する部分で交差するようにします。キャンバーは方向制御角であり、タイヤ摩耗角でもある。元来、道路は高いクラウン、つまり中央部が高く、側面に向かって下り勾配になるように造られている。そのため、タイヤが路面に正対するためには、大きなキャンバーが必要であった。タイヤが路面に正対していないと、片側が摩耗し、積極的なステアリング操作のためのグリップが得られないからである。しかし、最近の道路はクラウンがほとんどなく平らに作られているので、その分キャンバーが少なくて済む。平坦な道であっても、一般にある程度のキャンバーはあった方がよい。タイヤと路面の接点が、ステアリングナックルピボットの直下により近くなるからである。これにより、車輪が回転しやすくなり、車輪がバンプに当たったときに車両のサスペンションやステアリングリンケージに伝わるロードショックの量を減らすことができます。また、大きなインナーホイールベアリングにほとんどの負荷がかかります。このような悪い影響を避けるために、車両の設計時にはキャンバー量を慎重に検討する必要があります。タイヤを手で転がしたことがある人なら、コーナーを曲がるのにタイヤを曲げなくてもよいことをすぐに理解できるだろう。タイヤを片側に傾ける(キャンバー)だけで、まるで円錐のようにコーナーを曲がっていく。下図は「ポジティブキャンバー」です。左側にクルマの垂直方向の中心線が見えますが、この中心線からホイールが数度傾いています。もし、ホイールが垂直方向から内側に傾いている場合は、「ネガティブキャンバー」と呼ばれます。 ポジティブキャンバーは、クルマの重さを補うものです。クルマが前進し始めると、クルマの重さでホイールが完全に垂直になるように引っ張られます。もし、ネガティブキャンバーでアライメントを調整すると、車輪はさらに車側に引っ張られることになります。 === キャスター角 === 車輪の側面から見たとき、キングピンやボールジョイントがフレームに対して前方または後方にどの程度傾いているかを示すのがキャスター角である。キャンバー角と同様に、キャスター角も度数で測定される。図のように上下にまっすぐ引いた線と、キングピンやピボットポイントの中心を通る2本目の線で示されます。 キャスター角とは、この2本の線が交差する地点で形成される角度を、車の側面から見たときの角度です。キャスターの例としては、自転車が挙げられる。フォークは上部が後方に傾いている。前輪のピボット(キングピン)を通る直線を引くと、タイヤが路面に接地する地点の前方で地面に突き当たる。このように取り付けられたホイールは、ポジティブ(+)キャスターまたは「ジャスト」キャスターと呼ばれます。キングピンを通る直線が、タイヤが接地する地点の後方に当たるように、キングピンの上部が前方に傾いている場合、そのホイールはネガティブ(-)キャスターを持つと言われています。車軸懸架車では、ステアリングナックルまたはキングピンの上端が後方に傾くように車軸が取り付けられているため、キャスターが得られます。独立懸架車では、上側のピボットポイント(ボールジョイント)を下側のピボットポイントの後方に設定します。キャスターは方向制御角であり、タイヤ摩耗角ではない。キャスターが正の場合、車両は進行方向に操舵することになる。これは自動操舵効果と呼ばれ、例えば、車両の前進する勢いによって、正のキャスターを持つ車輪は直進状態に保たれる傾向がある。このため、カーブを曲がった後、ドライバーがステアリングを離すと、車輪は直進状態に戻ります。このような自動操舵の効果をセルフライティング、セルフセントリングアクションともいいます。正のキャスターはステアリングを切りにくく、負のキャスターは切りやすいが、ふらつきの原因となる。キャスターとは、車の側面から見て、フロントのステアリング軸が垂直より前方または後方に傾いていることをいいます。 軸が垂直より後方に傾いている場合、キャスターはプラスとなります。正のキャスターは、前輪にトレーリングアクションを発生させます。また、軸が前方に傾いているときは、キャスターが負になり、前輪が前に出る動作となります。 === ステアリング軸の傾斜 === これは、ボールジョイントとホイールの幾何学的な関係です。注: 下側のボール ジョイントは、上側のボール ジョイントよりも車の中心線から外れています。 ボールジョイントの間に想像上の線を引き、これがホイールの真の中心線となす角度を測定することによって、ステアリングの傾斜角、またはボールジョイントが中心から離れる方向に傾斜する角度を決定することができます。ステアリングの傾斜角は、ステアリングにさまざまな利点をもたらします。タイヤの寿命を延ばし、コーナリング時の復帰率を高める。車が前進しているときは、ステアリングをより安定させますが、ステアリングホイールを動かすのに必要な力が増えます。 追従性(トラッキング)。ステアリング軸の傾きがクルマに与える最大の影響は、トラッキングです。これは、フロントが向いている方向に車が進む傾向のことです。これは、ステアリング・ナックルが動いたときに起こる結果です。傾斜角があるため、ステアリングナックルが回転すると、車が浮き上がりやすくなります。 車の重さによって車軸(ステアリングナックル)は下方向へ、または直線や水平方向へ戻ろうとします。これにより、車輪/タイヤが車体と一直線になるように引き戻されます。車は進行方向と同じ方向に進みます。 === ショックアブソーバー === いくつかの背景となる情報がこれが何なのかを理解する助けとなるでしょう。 それ自体はバネではありませんが、ショッキーは実際のバネの作用を減衰させる、不可欠な部分です。ショックアブソーバーはまさにそれであり、彼らはバンプによって発生する衝撃やバウンドを吸収するために設計されたデバイスです。コイルの収縮や膨張を少なくすることで、作用や反作用を抑えているのです。これにより、段差を乗り越えた後のクルマの「浮き上がり」や「跳ね上がり」を抑制することができるのです。 もし、コイルスプリングの圧縮と膨張を制御するショックアブソーバを各車輪に取り付けなければ、スプリングはエネルギーがなくなるまでゴムボールのように上下に跳ね続けることになります。ショックアブソーバーの内部は液体や気体で満たされており、スプリングが圧縮されると、ショックアブソーバーの上部に接続されたプランジャーが押し下げられる。 プランジャーの前にある液体は、一連のバルブを通して側室に押し込まれ、スプリングの戻りを遅くしたり、減衰させたりします。 このプランジャーの上下運動を交互に繰り返すことで、必要な減衰効果を得ているのです。 === スプリング=== 現代の車に使われているスプリングには4つの基本的な種類があります: * コイルスプリング * トーションバー * エアスプリング * リーフスプリング ここでは、LFSのモデルに最も近いと思われるコイルスプリングについて解説します。コイルスプリングはとても長い間使われてきたもので、現在最もよく使われる種類のスプリングです。リアサスペンションにも使われるようになってきました。 コイルスプリングは、ばね鋼から特別に作られ、熱処理によってばね性と強度を高めています。車のフレームとサスペンションメンバーや車軸の一部にあるブラケットや凹みの間に装着されます。前輪駆動のカットアウェイはコイルスプリングのサポートとバンプストップなどの部品を示す。 === スタビライザーバー === sway bars と呼ばれるものは、実際にはスプリングではありませんが、スプリングのように作用するものです。そして、バネの働きをコントロールするのに役立ちます。分かりにくいですか?では、図と説明をもう少し詳しく見てみましょう。 sway bars はコーナリング時のボディのロールを減らすもので、トーションバーの一種と表現するのが一番いいかもしれません。フレームのねじれ作用を軽減するものです。 クルマがフレームを水平にして道路を走っているとき、スタビライザーバー(stabilizer bar)は静止している状態です。段差にぶつかったときなど、片側のフレームが上がると、反対側のフレームも上がります。 スタビライザーバー(stabilizer bar)はこの動きを打ち消します。 片側が持ち上がると、スタビライザーはトーションバーのようにねじれ、反対側には下向きの力が発生します。これにより、フレームを水平に保つことができるのです。 さて、上記は分かりにくく誤解を招きそうな部分もありますが、完全に削除するつもりはないので、私が理解したスタビライザーバー(stabilizer bar)の働きを私なりに説明します。 スタビライザーバー(stabilizer bar)は、車の片側から反対側へ荷重を伝えるトーションバー(バネ)です。例えば、左コーナーに入るとき、クルマは右に傾き、クルマの右側にあるバネが圧縮されます。スタビライザーバーは右側が持ち上がり、その持ち上がりの一部を(剛性に応じて)左側のスプリングに伝えて圧縮し、車体のロールを抑える働きをする。 直進走行では、片方の車輪だけがぶつかった段差が反対側にも伝わるので、スタビライザーバーは実は役に立たないのです。しかし、直進時のハンドリングは問題ないので、コーナリングを良くするための代償としては小さいものです。 【訳注:日本語では sway bar も stabilizer bar もスタビライザーと訳すようです。この文書は sway bar と stabilizer bar を別々に説明しているのか、単に用語が不統一なのか不明】 === IFS (独立フロントサスペンション) === コントロールアームまたは独立したフロントサスペンションは、2つの車輪が互いに独立して上下に動くことができます。上図は、車輪が上下に動いてもフレームが動かず、タイヤが水平に、かつ完全に接地することができる様子を示しています。 現代の車では、この方式が最も一般的なフロントサスペンションで、LFSもこの方式を参考にしています。ソリッドアクスルは、ヴィンテージカーやベテランカー、大型トラックで一般的に使用されています。 ソリッドアクスルは、図に示すように、逆の挙動をします。つまり、タイヤが段差にぶつかると、車軸とフレーム全体が持ち上がり、反対側の車輪が傾き、タイヤが路面との接触を失うのです。マクファーソンストラット式のフロントサスペンションは、コントロールアーム方式を採用しており、やや異なるアプローチです。 アッパーコントロールアームがないのがわかると思います。 それ以外の全てのものは: スプリング、ショックスタビライザー、トーションロッドです。通常の方法よりも軽量であるため、小型車に最適です。ヘビーデューティーショックと軽量スプリングにより、アッパーコントロールアームはもはや必要ありません。 == サスペンション形式 == === マクファーソンストラット === [[Image:Susp3.gif|マクファーソンストラット]] === トレーリングアーム === [[Image:Susp2.gif|トレーリングアーム]] === ダブルウィッシュボーン === [[Image:Susp1.gif|ダブルウィッシュボーン]] {{Guides}} <!-- 他言語へのリンク --> [[en:Technical Reference]] [[de:Technische Referenz]] fa3c6377b527ea0048141d5d5fd9cb8d458c73e0 スクリプト作成 0 1457 2536 2259 2022-07-30T13:26:39Z Dankitk 59 DeepL で翻訳 wikitext text/x-wiki ''by AndroidXP'' == はじめに == 2006年12月のパッチVのリリースの際に、LFSの開発者は新しいスクリプトシステムを公開しました。これは、ほとんどのFPSシューティングゲームで実装されているものと非常に似ています。 一般的に、このシステムはタスクを自動化するのに便利です。 一般的には、一般的なタスクの自動化、車ごとのオプションのカスタマイズ、キーのバインディングを変更する簡単なトグル(その他)などが可能です。このガイドは、LFSスクリプトシステムの一般的な理解と、簡単なスクリプトの例をいくつか紹介することを目的としています。 == 使用方法 == === 基本 === スクリプトファイルは拡張子に'''.lfs'''おり、LFS\data\scriptフォルダ内に入っています。 これらのファイルを編集するには、まずメモ帳などのテキストエディタで開きます。 もちろん、新しいファイルを作成することもできます。新規作成する際には、正しい拡張子で保存するよう注意してください。 フォルダ内を整理するために、サブディレクトリ内にスクリプトを保存しておくことも可能です。 一般に、スクリプトファイルの各行はLFSが実行するコマンドを表し、上から下へと進んでいきます。唯一の例外は空行と"//"で始まる行で、これらはコメントとして扱われ、無視されます。基本的には、LFSが各行を読み、チャットウィンドウに書き込み、リターンを打つというシステムを想像していただければと思います。もちろん、その通りではありませんが、大まかなイメージはつかめるかと思います。 === 予約済みのファイル名 === 新しいスクリプトファイルには通常好きな名前を付けることができますが、いくつかの名前はLFSにとって特別な意味を持ちます。パッチを最初にインストールしたとき、影響を受けるファイルはすべてscriptフォルダにすでに存在していますので、ファイルを移動したり上書きしたりしない限り、すべてうまくいきます。 * '''autoexec.lfs''' : このスクリプトはその名の通り、LFSが起動するたびに自動的に実行されるため、スクリプトの初期化に最適な場所です。 * '''CAR.lfs'''<br> : "CAR" を3文字の車のショートカット([[Cars|こちら]]または下記参照)に置き換えると、ガレージで対応する車が選択されるたびにこれらのスクリプトが実行されます。例えば、XR GT Turboを選択した場合、LFSは "XRT.lfs "を実行します。通常、FOVやフォースフィードバックの強さなど、車種固有の設定に使用されます。 * '''road.lfs, sequential.lfs, paddle.lfs'''<br> : これらのファイル名は予約されているわけでも、自動的に実行されるわけでもありませんが、デフォルトで''CAR.lfs''スクリプトの中から実行されるため、言及する価値があります。主な目的は、特定のシフタータイプの車に適用されるべきカスタム設定です。''Road.lfs'' はHゲートシフター、''sequential.lfs'' はシーケンシャルスティックシフター、''paddle.lfs'' はパドルを持つ車に相当するものです。このようなシフタータイプをサポートするホイール(例えば[[Wheels#Logitech_G25|Logitech G25]])を持っている場合、これらのスクリプトファイルは現在選択されている車に合うようにシフターの設定を自動的に変更するのに便利です。 : 車とギアボックスを一致させるために、以下のように割り当てる必要があります:<br> {| style="margin-left:23px" |Road:||UF1, XFG, XRG, XRT, RB4, FXO, LX4, LX6, FZ5, FZR, UFR, RAC |- |Sequential:||FBM, FOX, FO8, MRT, XFR, XRR, FXR |- |Paddle:||BF1 |} == コマンド == 以下に掲載しているコマンドはよく使われるものの抜粋です。 全てのコマンドのリストは、LFS\docs\Commands.txt で確認できます。 === Options & Miscellaneous === /run [scriptname] - スクリプトを実行する(data\script\scriptname.lfs), 例:"/run myScript", "/run myFolder\myScript" /say [message] - チャットを入力するのと同じです /echo [text] - テキストを表示する(ローカル画面のみ) /fov [degrees] - 視野 /ff [0-200] - フォースフィードバックの強度 /wheel_turn [degrees] - コントローラーの回転角を指定する /autoclutch [0-1] - オートクラッチのON/OFF切り替え /shifter [auto/sequential/shifter] - シフターの種類 /view [fol/heli/cam/driver/custom] - 視点の選択 /view [save/reload] - 現在のカスタム視点を保存/リロードする === Binding & Executing Commands === '''Binding''' /axis [axis] [function] - e.g. "/axis 2 throttle" (to unbind, use -1) /invert [0/1] [function] - e.g. "/invert 1 brake" /button [button] [function] - e.g. "/button 5 shift_up" (to unbind, use -1) /key [key] [function] - e.g. "/key Q handbrake" /ctrlf [num] [text] - change shortcut text, e.g. "/ctrlf 1 hello" /altf [num] [text] - change shortcut text, e.g. "/altf 1 bye" '''Simulating key presses''' /press [key] - simulate key press /shift [key] - SHIFT + key /ctrl [key] - CTRL + key /alt [key] - ALT + key === パラメータ リファレンス === '''/button と /key コマンドの機能名''' steer_left, steer_right, steer_fast, steer_slow throttle, brake, shift_up, shift_down clutch, handbrake, left_view, right_view, rear_view horn, flash, reset, pit_speed, tc_disable, zoom_in, zoom_out reverse, gear_1 - gear_7, ctrl_f1 - ctrl_f12, ignition <span style="color:gray"> ''コントローラーのボタンの番号を調べるには、オプション>コントロール''と進んでください。'' ''そして問題のボタンを押す。画面右上にボタン番号と現在割り当てられている機能が表示されます。'' ''画面右中段に割り当てられた機能が表示されます。'' </span> '''/axis と /invert コマンドの機能名''' steer, combined, throttle, brake lookh, lookp, lookr clutch, handbrake, shiftx, shifty '''キーを押すコマンド(press / shift / ctrl / alt)のパラメータ''' Letters A to Z Numbers 0 to 9 F1 to F12 up, down, left, right space, enter, esc, tab less, more <span style="color:gray">(< >)</span> or <span style="color:gray">(, .)</span> depending on your locale == 例 == 一般的な注意点として、コマンドリストを見て気づいたかもしれませんが、現在のところ、他のスクリプトコマンドをボタンにバインドすることは不可能です。幸いなことに、テキストのショートカットキー(Ctrl+F1~F12、Alt+F1~F12)が使えるので、''/ctrlf 1 /say hello''(''/say hello'' をCtrl+F1にバインド)と ''/button 1 ctrl_f1'' (Ctrl+F1押下をボタン#1へ)を使えばいいのである。しかし、これはスクリプトのためにショートカットキーのいくつかを手放さなければならないことを意味しますが、利用可能なショートカットが全部で32個(スクリプトでバインドできるのは24個)あることを考えれば、実際には問題ないはずです。 === "F9 > F10 > F11 > F12 > Off" 切り替え === '''Shortcut keys used:''' Ctrl+F12 このスクリプトの基本的な考え方は、1つのボタン(例えばホイールのボタン)でF9-F12メニューを循環させたいというものです。これを実現するために、5つのスクリプトと ''autoexec.lfs'' のエントリが必要です。 このスクリプトでは、Ctrl+F12 のショートカットを使い、ボタン #0 (コントローラーのどのボタンでも) をバインドして実行させます。/press コマンドを複数回使用することで、事前に手動でメニューを開いていた場合でも、メニューが正しく表示されるようになります。例えば、F11メニューがすでに開いていて、F9キーを押さずに ''viewF11.lfs'' を実行すると、代わりにF11メニューが閉じてしまいますが、これはレース中に絶対に起こってほしくないことです。 次のように動作します:<br> #Button 0 -> Ctrl+F12 -> viewF9 -> press F9 + rebind Ctrl+F12 to run viewF10<br> #Button 0 -> Ctrl+F12 -> viewF10 -> press F10 + rebind Ctrl+F12 to run viewF11<br> #Button 0 -> Ctrl+F12 -> viewF11 -> press F11 + rebind Ctrl+F12 to run viewF12<br> #Button 0 -> Ctrl+F12 -> viewF12 -> press F12 + rebind Ctrl+F12 to run viewOff<br> #Button 0 -> Ctrl+F12 -> viewOff -> turn off menu + rebind Ctrl+F12 to run viewF9<br> :... '''viewF9.lfs''' /press F10 /press F9 /ctrlf 12 /run viewF10 '''viewF10.lfs''' /press F9 /press F10 /ctrlf 12 /run viewF11 '''viewF11.lfs''' /press F9 /press F11 /ctrlf 12 /run viewF12 '''viewF12.lfs''' /press F9 /press F12 /ctrlf 12 /run viewOff '''viewOff.lfs''' /press F10 /press F9 /press F9 /ctrlf 12 /run viewF9 '''autoexec.lfs''' /button 0 ctrl_f12 /ctrlf 12 /run viewF9 === Indicator Control === '''Shortcut keys used:''' Ctrl+F10, Ctrl+F11 この例では、2つのボタンでインジケータを快適にコントロールする簡単な方法を紹介します。必要なのは3つのスクリプトと ''autoexec.lfs'' へのいくつかの入力、ショートカットキーはCtrl+F10とF11を使用します。インジケータは次のように動作します。左ボタンを1回目に押すと左のインジケータが作動し、2回目に押すと解除されます。右ボタンはその逆です。左と右の切り替えも可能です。使いやすいように、スクリプトは現在選択されているモードを示す緑色の矢印をチャットエリアに出力します。 同じロジックを使い、別のスクリプトを追加することで、第3のボタンによるハザードの制御も簡単に実装できる。 '''indicateLeft.lfs''' /press 7 /ctrlf 11 /run indicateStop /ctrlf 10 /run indicateRight /echo ^2‹ ‹ ‹ '''indicateRight.lfs''' /press 8 /ctrlf 10 /run indicateStop /ctrlf 11 /run indicateLeft /echo ^2› › › '''indicateStop.lfs''' /press 0 /ctrlf 10 /run indicateRight /ctrlf 11 /run indicateLeft /echo ^8Off '''autoexec.lfs''' /button 16 ctrl_f11 /button 18 ctrl_f10 /ctrlf 10 /run indicateRight /ctrlf 11 /run indicateLeft === オートシフター設定 (Logitech G25/G27 ユーザー向け) === '''Shortcut keys used:''' None 現在選択されている車で使用されているシフトメカニズム用にコントローラのバインディングを自動的に調整するには、以下のように既存の ''road.lfs'', ''sequential.lfs'', ''paddle.lfs'' を変更すればよいのです。 ''オプションで、フリーシフター/パドルボタンを使いたいもののリバインドを追加することも可能です。例えば、シフターユニットを使うときは、右のパドルがハンドブレーキ、左のパドルがホーンになり、パドルを使うときは、シーケンシャルスティックを引くとハンドブレーキ、押すとホーンが鳴るという具合です。こうすることで、G25の手の届きやすい数少ないボタンの機能を最大限に活用できます。このリ・バインディングは、サンプルスクリプトには含まれていません'' '''road.lfs''' /button 8 gear_1 /button 9 gear_2 /button 10 gear_3 /button 11 gear_4 /button 12 gear_5 /button 13 gear_6 /button 14 reverse /shifter shifter /autoclutch 0 /echo Shiftmode: H-Gate '''sequential.lfs''' /button 9 shift_up /button 8 shift_down /shifter sequential /autoclutch 0 /echo Shiftmode: Sequential '''paddle.lfs''' /button 4 shift_up /button 5 shift_down /shifter sequential /autoclutch 1 /echo Shiftmode: Paddles <!-- 他言語へのリンク --> [[en:Script Guide]] d22a56e3df541f92f22d983fc834057481333e55